Optimize shaders code. Add settings at compile time.
This commit is contained in:
@@ -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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@@ -53,5 +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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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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@@ -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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@@ -53,5 +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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@@ -1,43 +1,42 @@
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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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@@ -1,23 +1,17 @@
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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
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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);
|
||||
|
||||
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);
|
||||
|
||||
|
Reference in New Issue
Block a user