Optimize shaders code. Add settings at compile time.
parent
50b0e9f7a4
commit
dae03382bf
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@ -1,45 +1,44 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform float enableParallaxOcclusion;
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uniform float parallaxOcclusionScale;
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uniform float parallaxOcclusionBias;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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const float e = 2.718281828459;
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void main (void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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if (use_normalmap > 0.0) {
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
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float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
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uv = uv + height * tsEye;
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}
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}
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#endif
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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@ -68,5 +67,5 @@ void main (void)
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,5 +1,3 @@
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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@ -9,14 +7,19 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 normal,tangent,binormal;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 normal,tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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@ -44,14 +47,14 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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#endif
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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@ -1,18 +1,13 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec4 vColor;
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const float e = 2.718281828459;
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@ -21,11 +16,12 @@ void main (void)
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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#endif
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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@ -54,5 +50,5 @@ void main (void)
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,40 +1,40 @@
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform float animationTimer;
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uniform float enableWavingLeaves;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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float smoothCurve( float x ) {
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return x * x *( 3.0 - 2.0 * x );
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}
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float triangleWave( float x ) {
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return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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}
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float smoothTriangleWave( float x ) {
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return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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}
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#ifdef ENABLE_WAVING_LEAVES
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float smoothCurve( float x ) {
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return x * x *( 3.0 - 2.0 * x );
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}
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float triangleWave( float x ) {
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return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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}
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float smoothTriangleWave( float x ) {
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return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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}
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#endif
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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if (enableWavingLeaves == 1.0){
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vec4 pos = gl_Vertex;
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vec4 pos2 = mTransWorld*gl_Vertex;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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}
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else
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gl_Position = mWorldViewProj * gl_Vertex;
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#ifdef ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos2 = mTransWorld*gl_Vertex;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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@ -1,11 +1,7 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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@ -19,12 +15,13 @@ void main (void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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#endif
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,16 +1,9 @@
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform float animationTimer;
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uniform float enableWavingWater;
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uniform float waterWaveLength;
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uniform float waterWaveHeight;
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uniform float waterWaveSpeed;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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@ -18,14 +11,15 @@ varying vec3 eyeVec;
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void main(void)
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{
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if (enableWavingWater == 1.0){
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vec4 pos2 = gl_Vertex;
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pos2.y -= 2.0;
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pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
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+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
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gl_Position = mWorldViewProj * pos2;
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} else
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gl_Position = mWorldViewProj * gl_Vertex;
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#ifdef ENABLE_WAVING_WATER
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vec4 pos2 = gl_Vertex;
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pos2.y -= 2.0;
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pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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gl_Position = mWorldViewProj * pos2;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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@ -1,11 +1,7 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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#endif
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform float animationTimer;
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uniform float enableWavingPlants;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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float smoothCurve( float x ) {
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return x * x *( 3.0 - 2.0 * x );
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}
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float triangleWave( float x ) {
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return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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}
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float smoothTriangleWave( float x ) {
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return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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}
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#ifdef ENABLE_WAVING_PLANTS
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float smoothCurve( float x ) {
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return x * x *( 3.0 - 2.0 * x );
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}
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float triangleWave( float x ) {
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return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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}
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float smoothTriangleWave( float x ) {
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return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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}
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#endif
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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if (enableWavingPlants == 1.0){
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vec4 pos = gl_Vertex;
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vec4 pos2 = mTransWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#ifdef ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos2 = mTransWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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}
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else
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform float enableParallaxOcclusion;
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uniform float parallaxOcclusionScale;
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uniform float parallaxOcclusionBias;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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varying vec4 vColor;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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const float e = 2.718281828459;
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@ -25,21 +19,24 @@ void main (void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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#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);
|
||||
}
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
|
@ -9,14 +7,19 @@ uniform vec3 eyePosition;
|
|||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
||||
varying vec3 tsEyeVec;
|
||||
#endif
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
vec3 normal,tangent,binormal;
|
||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
||||
vec3 normal,tangent,binormal;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
if (gl_Normal.x > 0.5) {
|
||||
|
@ -44,14 +47,14 @@ void main(void)
|
|||
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
}
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
tsEyeVec = normalize(eyeVec * tbnMatrix);
|
||||
|
||||
#endif
|
||||
|
||||
vec4 color;
|
||||
//color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
|
|
38
src/game.cpp
38
src/game.cpp
|
@ -815,44 +815,6 @@ public:
|
|||
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||
|
||||
float enable_bumpmapping = 0;
|
||||
if (g_settings->getBool("enable_bumpmapping"))
|
||||
enable_bumpmapping = 1;
|
||||
services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
|
||||
|
||||
float enable_parallax_occlusion = 0;
|
||||
if (g_settings->getBool("enable_parallax_occlusion")) {
|
||||
enable_parallax_occlusion = 1;
|
||||
float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
|
||||
services->setPixelShaderConstant("parallaxOcclusionScale", ¶llax_occlusion_scale, 1);
|
||||
float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
|
||||
services->setPixelShaderConstant("parallaxOcclusionBias", ¶llax_occlusion_bias, 1);
|
||||
}
|
||||
services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
|
||||
|
||||
float enable_waving_water = 0;
|
||||
if (g_settings->getBool("enable_waving_water")){
|
||||
enable_waving_water = 1;
|
||||
float water_wave_height_f = g_settings->getFloat("water_wave_height");
|
||||
services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
|
||||
float water_wave_length_f = g_settings->getFloat("water_wave_length");
|
||||
services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
|
||||
float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
|
||||
services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
|
||||
}
|
||||
services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
|
||||
|
||||
float enable_waving_leaves = 0;
|
||||
if (g_settings->getBool("enable_waving_leaves"))
|
||||
enable_waving_leaves = 1;
|
||||
services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
|
||||
|
||||
float enable_waving_plants = 0;
|
||||
if (g_settings->getBool("enable_waving_plants"))
|
||||
enable_waving_plants = 1;
|
||||
services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
|
||||
|
||||
|
||||
// Normal map texture layer
|
||||
int layer1 = 1;
|
||||
int layer2 = 2;
|
||||
|
|
|
@ -1111,6 +1111,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|||
*/
|
||||
bool enable_shaders = g_settings->getBool("enable_shaders");
|
||||
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
|
||||
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
|
||||
|
||||
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
|
||||
shadermat4, shadermat5;
|
||||
|
@ -1210,7 +1211,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|||
if (enable_shaders) {
|
||||
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
if (enable_bumpmapping) {
|
||||
if (enable_bumpmapping || enable_parallax_occlusion) {
|
||||
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
|
||||
std::string normal_ext = "_normal.png";
|
||||
size_t pos = fname_base.find(".");
|
||||
|
@ -1292,7 +1293,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||
{
|
||||
bool enable_shaders = g_settings->getBool("enable_shaders");
|
||||
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
|
||||
|
||||
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
|
||||
|
||||
if(!m_has_animation)
|
||||
{
|
||||
m_animation_force_timer = 100000;
|
||||
|
@ -1362,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||
// Set the texture
|
||||
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
|
||||
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
if (enable_shaders && enable_bumpmapping)
|
||||
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
|
||||
{
|
||||
std::string fname_base,fname_normal;
|
||||
fname_base = tsrc->getTextureName(tile.texture_id);
|
||||
|
|
|
@ -673,15 +673,51 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
|
|||
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
|
||||
return shaderinfo;
|
||||
|
||||
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
|
||||
if(vertex_program != "")
|
||||
vertex_program = "#define NORMALS\n" + vertex_program;
|
||||
if(pixel_program != "")
|
||||
pixel_program = "#define NORMALS\n" + pixel_program;
|
||||
if(geometry_program != "")
|
||||
geometry_program = "#define NORMALS\n" + geometry_program;
|
||||
}
|
||||
// Create shaders header
|
||||
std::string shaders_header = "#version 120\n";
|
||||
|
||||
if (g_settings->getBool("enable_bumpmapping"))
|
||||
shaders_header += "#define ENABLE_BUMPMAPPING\n";
|
||||
|
||||
if (g_settings->getBool("enable_parallax_occlusion")){
|
||||
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
|
||||
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
|
||||
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
|
||||
shaders_header += "\n";
|
||||
}
|
||||
|
||||
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
|
||||
shaders_header += "#define USE_NORMALMAPS\n";
|
||||
|
||||
if (g_settings->getBool("enable_waving_water")){
|
||||
shaders_header += "#define ENABLE_WAVING_WATER\n";
|
||||
shaders_header += "#define WATER_WAVE_HEIGHT ";
|
||||
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define WATER_WAVE_LENGTH ";
|
||||
shaders_header += ftos(g_settings->getFloat("water_wave_length"));
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define WATER_WAVE_SPEED ";
|
||||
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
|
||||
shaders_header += "\n";
|
||||
}
|
||||
|
||||
if (g_settings->getBool("enable_waving_leaves"))
|
||||
shaders_header += "#define ENABLE_WAVING_LEAVES\n";
|
||||
|
||||
if (g_settings->getBool("enable_waving_plants"))
|
||||
shaders_header += "#define ENABLE_WAVING_PLANTS\n";
|
||||
|
||||
if(pixel_program != "")
|
||||
pixel_program = shaders_header + pixel_program;
|
||||
if(vertex_program != "")
|
||||
vertex_program = shaders_header + vertex_program;
|
||||
if(geometry_program != "")
|
||||
geometry_program = shaders_header + geometry_program;
|
||||
|
||||
// Call addHighLevelShaderMaterial() or addShaderMaterial()
|
||||
const c8* vertex_program_ptr = 0;
|
||||
const c8* pixel_program_ptr = 0;
|
||||
|
|
Loading…
Reference in New Issue