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Remove "generate normal maps" feature (#10313)
Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it
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parent
3fb1f45301
commit
fcff9f2911
8 changed files with 12 additions and 158 deletions
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@ -71,16 +71,6 @@ void get_texture_flags()
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}
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height(vec2 uv)
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{
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return intensity(texture2D(baseTexture, uv).rgb);
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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@ -115,19 +105,6 @@ float find_intersection(vec2 dp, vec2 ds)
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return best_depth;
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}
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float find_intersectionRGB(vec2 dp, vec2 ds)
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{
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const float depth_step = 1.0 / 24.0;
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float depth = 1.0;
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for (int i = 0 ; i < 24 ; i++) {
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float h = get_rgb_height(dp + ds * depth);
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if (h >= depth)
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break;
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depth -= depth_step;
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}
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return depth;
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}
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void main(void)
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{
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vec3 color;
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@ -149,21 +126,17 @@ void main(void)
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float h = normal.a * scale - bias;
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uv += h * normal.z * eyeRay;
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}
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}
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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#endif
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} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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}
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#endif
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#endif
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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@ -172,22 +145,6 @@ void main(void)
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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