OpenGL2: reduce varying usage in lightall shader.
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cbd05da5d1
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2 changed files with 60 additions and 64 deletions
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@ -49,37 +49,30 @@ 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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#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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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_AmbientLight;
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#endif
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec4 u_PrimaryLightOrigin;
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uniform float u_PrimaryLightRadius;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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varying vec2 var_LightTex;
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#endif
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#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec3 var_ViewDir;
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#endif
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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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varying vec3 var_Normal;
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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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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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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varying vec3 var_lightColor;
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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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@ -87,7 +80,7 @@ varying vec4 var_LightDir;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec3 var_PrimaryLightDir;
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varying vec4 var_PrimaryLightDir;
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#endif
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#if defined(USE_TCGEN)
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@ -144,7 +137,7 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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attenuation *= float(attenuation > 0.0);
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attenuation = max(attenuation, 0.0);
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#else
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attenuation = clamp(attenuation, 0.0, 1.0);
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#endif
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@ -174,9 +167,9 @@ void main()
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#endif
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#if defined(USE_TCMOD)
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var_DiffuseTex = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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#else
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var_DiffuseTex = texCoords;
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var_TexCoords.xy = texCoords;
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#endif
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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@ -193,16 +186,16 @@ void main()
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#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
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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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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_LIGHTMAP)
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var_LightTex = attr_TexCoord1.st;
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var_TexCoords.zw = attr_TexCoord1.st;
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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var_lightColor = u_VertColor.rgb * attr_Color.rgb;
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var_LightColor = u_VertColor.rgb * attr_Color.rgb;
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var_Color.rgb = vec3(1.0);
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var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
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#else
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@ -217,40 +210,48 @@ void main()
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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var_Normal = normal;
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var_Tangent = tangent;
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var_Bitangent = bitangent;
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var_Normal.xyz = normal;
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var_Tangent.xyz = tangent;
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var_Bitangent.xyz = bitangent;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
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var_PrimaryLightDir.xyz = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
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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_VECTOR)
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var_LightDir = vec4(L, u_LightOrigin.w);
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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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#endif
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#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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var_ViewDir = (u_ViewOrigin - position);
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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vec3 viewDir = (u_ViewOrigin - position);
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#endif
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#if defined(USE_TANGENT_SPACE_LIGHT)
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mat3 tangentToWorld = mat3(tangent, bitangent, normal);
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir = var_PrimaryLightDir * tangentToWorld;
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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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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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var_ViewDir = var_ViewDir * tangentToWorld;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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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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// store view direction in tangent space to save on varyings
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var_Normal.w = viewDir.x;
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var_Tangent.w = viewDir.y;
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var_Bitangent.w = viewDir.z;
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#endif
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}
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