OpenGL2: reduce varying usage in lightall shader.

This commit is contained in:
SmileTheory 2013-09-17 23:52:40 -07:00
parent cbd05da5d1
commit 3ab895d1cd
2 changed files with 60 additions and 64 deletions

View file

@ -24,45 +24,40 @@ uniform sampler2D u_ShadowMap;
uniform samplerCube u_CubeMap;
#endif
#if defined(USE_LIGHT_VECTOR)
#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
uniform float u_LightRadius;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
uniform vec3 u_PrimaryLightColor;
uniform vec3 u_PrimaryLightAmbient;
uniform float u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
uniform vec2 u_MaterialInfo;
#endif
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
varying vec2 var_LightTex;
#endif
varying vec4 var_TexCoords;
varying vec4 var_Color;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
varying vec3 var_ViewDir;
varying vec3 var_Normal;
varying vec3 var_Tangent;
varying vec3 var_Bitangent;
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_lightColor;
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
varying vec3 var_PrimaryLightDir;
varying vec4 var_PrimaryLightDir;
#endif
@ -276,7 +271,7 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= float(attenuation > 0.0);
attenuation = max(attenuation, 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
@ -291,36 +286,36 @@ void main()
float NL, NH, NE, EH;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
#endif
#if defined(USE_DELUXEMAP)
L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0));
L = (2.0 * texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(1.0));
#if defined(USE_TANGENT_SPACE_LIGHT)
L = L * tangentToWorld;
L = L * tangentToWorld;
#endif
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
L = var_LightDir.xyz;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
E = normalize(var_ViewDir);
E = normalize(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w));
#endif
#if defined(USE_LIGHTMAP)
vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw).rgba;
#if defined(RGBM_LIGHTMAP)
lightSample.rgb *= 32.0 * lightSample.a;
#endif
vec3 lightColor = lightSample.rgb;
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, var_LightDir.w);
vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_lightColor;
vec3 lightColor = var_LightColor;
#endif
vec2 texCoords = var_DiffuseTex;
vec2 texCoords = var_TexCoords.xy;
#if defined(USE_PARALLAXMAP)
#if defined(USE_TANGENT_SPACE_LIGHT)
@ -355,7 +350,7 @@ void main()
#elif defined(USE_TANGENT_SPACE_LIGHT)
N = vec3(0.0, 0.0, 1.0);
#else
N = normalize(var_Normal);
N = normalize(var_Normal.xyz);
#endif
L = normalize(L);
@ -368,7 +363,7 @@ void main()
#if defined(USE_TANGENT_SPACE_LIGHT)
shadowValue *= float(var_PrimaryLightDir.z > 0.0);
#else
shadowValue *= float(dot(var_Normal, var_PrimaryLightDir) > 0.0);
shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
#endif
#if defined(SHADOWMAP_MODULATE)
@ -377,7 +372,7 @@ void main()
#if 0
// Only shadow when the world light is parallel to the primary light
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0);
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir.xyz), 0.0, 1.0);
#endif
lightColor = mix(shadowColor, lightColor, shadowValue);
#endif
@ -389,7 +384,7 @@ void main()
#if defined(USE_TANGENT_SPACE_LIGHT)
float surfNL = L.z;
#else
float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0);
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
#endif
// Scale the incoming light to compensate for the baked-in light angle
@ -474,7 +469,7 @@ void main()
#if defined(USE_LIGHTMAP)
cubeLightColor *= lightSample.rgb;
#elif defined (USE_LIGHT_VERTEX)
cubeLightColor *= var_lightColor;
cubeLightColor *= var_LightColor;
#else
cubeLightColor *= lightColor * NL + ambientColor;
#endif
@ -484,7 +479,7 @@ void main()
#endif
#if defined(USE_PRIMARY_LIGHT)
L = normalize(var_PrimaryLightDir);
L = normalize(var_PrimaryLightDir.xyz);
NL = clamp(dot(N, L), 0.0, 1.0);
H = normalize(L + E);
@ -494,7 +489,7 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightRadius * u_PrimaryLightRadius);
lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightDir.w);
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;