Micro-optimization and unneeded code removal
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04b06b2e73
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@ -58,22 +58,13 @@ void main() {
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color.xyz *= color.xyz; // linearize
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// ambient occlusion
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ambientOcclusionCoord = (ambientOcclusionCoordAttribute + .5) / 256.;
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ambientOcclusionCoord = (ambientOcclusionCoordAttribute + .5) * (1. / 256.);
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vec4 viewPos = viewMatrix * vertexPos;
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/*float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec3(distance);
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fogDensity = pow(fogDensity, vec3(1., .9, .7));
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fogDensity *= fogDensity;*/
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance).xyz;
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/*
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detailCoord = (vec2(dot(tan1, vertexPos.xyz), dot(tan2, vertexPos.xyz))) / 2.;
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*/
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vec3 normal = normalAttribute; //cross(tan2, tan1);
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vec3 normal = normalAttribute;
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vec3 shadowVertexPos = vertexPos.xyz;
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if(abs(normal.x) > .1) // avoid self shadowing
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shadowVertexPos += normal * 0.01;
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@ -54,19 +54,10 @@ void main() {
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color.xyz *= color.xyz; // linearize
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vec4 viewPos = viewMatrix * vertexPos;
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/*float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec3(distance);
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fogDensity = pow(fogDensity, vec3(1., .9, .7));
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fogDensity *= fogDensity;*/
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance).xyz;
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/*
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detailCoord = (vec2(dot(tan1, vertexPos.xyz), dot(tan2, vertexPos.xyz))) / 2.;
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*/
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vec3 normal = normalAttribute; //cross(tan2, tan1);
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vec3 normal = normalAttribute;
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vec3 shadowVertexPos = vertexPos.xyz;
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PrepareForDynamicLightNoBump(shadowVertexPos, normal);
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@ -65,24 +65,13 @@ void main() {
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// ambient occlusion
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ambientOcclusionCoord = (ambientOcclusionCoordAttribute + .5) / 256.;
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ambientOcclusionCoord = (ambientOcclusionCoordAttribute + .5) * (1. / 256.);
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vec4 viewPos = viewMatrix * vertexPos;
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/*
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float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec3(distance);
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fogDensity = pow(fogDensity, vec3(1., .9, .7));
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fogDensity *= fogDensity;
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*/
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance).xyz;
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/*
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detailCoord = (vec2(dot(tan1, vertexPos.xyz), dot(tan2, vertexPos.xyz))) / 2.;
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*/
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vec3 normal = normalAttribute; //cross(tan2, tan1);
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vec3 normal = normalAttribute;
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vec3 shadowVertexPos = vertexPos.xyz;
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if(abs(normal.x) > .1) // avoid self shadowing
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shadowVertexPos += normal * 0.01;
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@ -49,11 +49,6 @@ void main() {
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// FIXME: cannot gamma correct because sprite may be
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// alpha-blended.
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vec4 viewPos = viewMatrix * vec4(pos,1.);
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/*float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec4(distance);
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fogDensity = pow(fogDensity, vec4(1., .9, .7, 1.));
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fogDensity *= fogDensity;*/
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance);
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}
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@ -65,7 +65,6 @@ void main() {
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sunlight = max(sunlight, 0.);
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flatShading = sunlight;
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vec4 viewPos = viewModelMatrix * vertexPos;
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance).xyz;
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@ -103,16 +103,9 @@ void main() {
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// FIXME: cannot gamma correct because sprite may be
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// alpha-blended.
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vec4 viewPos = viewMatrix * vec4(pos,1.);
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/*float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec4(distance);
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fogDensity = pow(fogDensity, vec4(1., .9, .7, 1.));
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fogDensity *= fogDensity; */
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance);
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// precompute some value in vertex shader to
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// reduce instruction count in frag. shader
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depthRange.z = 1. / (depthRange.y - depthRange.w);
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@ -86,12 +86,6 @@ void main() {
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// fog.
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// FIXME: cannot gamma correct because sprite may be
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// alpha-blended.
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/*vec4 viewPos = viewMatrix * vec4(pos,1.);
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float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec4(distance);
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fogDensity = pow(fogDensity, vec4(1., .9, .7, 1.));
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fogDensity *= fogDensity;*/
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float distance = dot(viewPos.xyz, viewPos.xyz);
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fogDensity = FogDensity(distance);
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