OpenGL2: Reduce glsl shader count by using a uniform to disable textures.

This commit is contained in:
SmileTheory 2013-11-03 19:34:22 -08:00
parent 7ae49cc237
commit 3846c115e6
7 changed files with 147 additions and 154 deletions

View file

@ -20,15 +20,19 @@ attribute vec3 attr_Bitangent2;
attribute vec3 attr_LightDirection;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_DELUXEMAP)
uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
uniform vec3 u_ViewOrigin;
uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCGEN)
uniform int u_TCGen0;
uniform vec3 u_TCGen0Vector0;
uniform vec3 u_TCGen0Vector1;
uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCMOD)
@ -51,8 +55,8 @@ uniform float u_VertexLerp;
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform float u_LightRadius;
uniform vec3 u_DirectedLight;
#if defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
#endif
#endif
@ -66,7 +70,7 @@ varying vec4 var_TexCoords;
varying vec4 var_Color;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
@ -76,7 +80,7 @@ varying vec4 var_Bitangent;
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@ -150,7 +154,7 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
@ -184,7 +188,7 @@ void main()
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
#elif defined(USE_LIGHT)
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
@ -213,15 +217,18 @@ void main()
var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT_VECTOR)
var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
#else
var_LightDir = vec4(L, 0.0);
#endif
#if defined(USE_DELUXEMAP)
var_LightDir *= 1.0 - u_EnableTextures.y;
#endif
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 viewDir = u_ViewOrigin - position;
#endif
@ -232,16 +239,16 @@ void main()
var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
viewDir = viewDir * tangentToWorld;
#endif
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
// store view direction in tangent space to save on varyings
var_Normal = vec4(normal, viewDir.x);
var_Tangent = vec4(tangent, viewDir.y);