From dae03382bf1e3abfcc33417c611b9194c7783b3f Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 9 Dec 2013 13:25:43 +0100 Subject: Optimize shaders code. Add settings at compile time. --- client/shaders/solids_shader/opengl_fragment.glsl | 38 +++++++++++------------ 1 file changed, 18 insertions(+), 20 deletions(-) (limited to 'client/shaders/solids_shader/opengl_fragment.glsl') diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index 0b6d8f3fc..d81506a4f 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -1,23 +1,17 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; -uniform float enableParallaxOcclusion; -uniform float parallaxOcclusionScale; -uniform float parallaxOcclusionBias; - - uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; -varying vec3 tsEyeVec; varying vec3 eyeVec; -varying vec4 vColor; + +#ifdef ENABLE_PARALLAX_OCCLUSION +varying vec3 tsEyeVec; +#endif const float e = 2.718281828459; @@ -25,21 +19,24 @@ void main (void) { vec3 color; vec2 uv = gl_TexCoord[0].st; - -#ifdef NORMALS + +#ifdef USE_NORMALMAPS + float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; +#endif + +#ifdef ENABLE_PARALLAX_OCCLUSION float height; vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); - - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; - float enable_bumpmapping = enableBumpmapping; - - if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { + + if (use_normalmap > 0.0) { float map_height = texture2D(normalTexture, uv).a; if (map_height < 1.0){ - float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; uv = uv + height * tsEye; } } +#endif + /* Steep parallax code, for future use if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { const float numSteps = 40.0; @@ -59,7 +56,8 @@ void main (void) } */ - if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { +#ifdef ENABLE_BUMPMAPPING + if (use_normalmap > 0.0) { vec3 base = texture2D(baseTexture, uv).rgb; vec3 vVec = normalize(eyeVec); vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); @@ -88,5 +86,5 @@ void main (void) float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); + gl_FragColor = vec4(col.r, col.g, col.b, alpha); } -- cgit v1.2.3