Remove all bump mapping and parallax occlusion related code.

This commit is contained in:
Lars
2020-10-12 13:29:31 -07:00
committed by lhofhansl
parent f43d1cfa81
commit ed22260822
17 changed files with 24 additions and 384 deletions

View File

@@ -18,10 +18,6 @@ varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
varying float area_enable_parallax;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
@@ -86,21 +82,9 @@ float snoise(vec3 p)
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
//TODO: make offset depending on view angle and parallax uv displacement
//thats for textures that doesnt align vertically, like dirt with grass
//gl_TexCoord[0].y += 0.008;
//Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#else
area_enable_parallax = 0.0;
#endif
float disp_x;
float disp_z;
float disp_x;
float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
@@ -148,32 +132,7 @@ float disp_z;
vPosition = gl_Position.xyz;
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
if (dist > 150.0) {
area_enable_parallax = 0.0;
}
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v;
lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = normalize (v);
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v);
// Calculate color.
// Red, green and blue components are pre-multiplied with