OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
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7ae49cc237
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3846c115e6
7 changed files with 147 additions and 154 deletions
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@ -24,6 +24,10 @@ uniform sampler2D u_ShadowMap;
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uniform samplerCube u_CubeMap;
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#endif
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#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
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uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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@ -52,7 +56,7 @@ varying vec4 var_Bitangent;
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varying vec3 var_LightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -304,6 +308,7 @@ void main()
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#if defined(USE_TANGENT_SPACE_LIGHT)
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L = L * tangentToWorld;
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#endif
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L = L * u_EnableTextures.y + var_LightDir.xyz;
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#endif
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@ -352,6 +357,7 @@ void main()
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#else
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
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#endif
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N.xy *= u_EnableTextures.x;
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N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
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#if !defined(USE_TANGENT_SPACE_LIGHT)
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N = normalize(tangentToWorld * N);
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@ -412,6 +418,7 @@ void main()
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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specular = mix(vec4(1.0), specular, u_EnableTextures.z);
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#if defined(USE_GAMMA2_TEXTURES)
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specular.rgb *= specular.rgb;
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#endif
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@ -470,7 +477,7 @@ void main()
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R = tangentToWorld * R;
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#endif
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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#if defined(USE_LIGHTMAP)
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cubeLightColor *= lightSample.rgb;
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@ -480,7 +487,7 @@ void main()
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cubeLightColor *= lightColor * NL + ambientColor;
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#endif
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
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gl_FragColor.rgb += cubeLightColor * reflectance;
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#endif
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@ -20,15 +20,19 @@ attribute vec3 attr_Bitangent2;
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attribute vec3 attr_LightDirection;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_DELUXEMAP)
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uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_ViewOrigin;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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uniform vec3 u_TCGen0Vector0;
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uniform vec3 u_TCGen0Vector1;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCMOD)
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@ -51,8 +55,8 @@ uniform float u_VertexLerp;
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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uniform float u_LightRadius;
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uniform vec3 u_DirectedLight;
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#if defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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#endif
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#endif
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@ -66,7 +70,7 @@ varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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@ -76,7 +80,7 @@ varying vec4 var_Bitangent;
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varying vec3 var_LightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -150,7 +154,7 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
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void main()
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{
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
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vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
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@ -184,7 +188,7 @@ void main()
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#if defined(USE_LIGHT_VECTOR)
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vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
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#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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#elif defined(USE_LIGHT)
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vec3 L = attr_LightDirection;
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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@ -213,15 +217,18 @@ void main()
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var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT_VECTOR)
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var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
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#else
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var_LightDir = vec4(L, 0.0);
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#endif
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#if defined(USE_DELUXEMAP)
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var_LightDir *= 1.0 - u_EnableTextures.y;
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 viewDir = u_ViewOrigin - position;
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#endif
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@ -232,16 +239,16 @@ void main()
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var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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viewDir = viewDir * tangentToWorld;
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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// store view direction in tangent space to save on varyings
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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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