OpenGL2: Small glsl shader optimizations, fixes, and cleanup.

This commit is contained in:
SmileTheory 2013-12-12 21:38:01 -08:00
parent efe8437cde
commit 623d107f42
15 changed files with 255 additions and 244 deletions

View file

@ -1,4 +1,4 @@
attribute vec4 attr_Position;
attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
attribute vec3 attr_Normal;
@ -48,7 +48,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
}
else if (u_DeformGen == DGEN_WAVE_SQUARE)
{
func = sign(sin(value * 2.0 * M_PI));
func = sign(0.5 - fract(value));
}
else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
{
@ -62,7 +62,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
{
func = (1.0 - fract(value));
}
else if (u_DeformGen == DGEN_BULGE)
else // if (u_DeformGen == DGEN_BULGE)
{
func = sin(value);
}
@ -73,16 +73,16 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
void main()
{
vec4 position = attr_Position;
vec3 normal = attr_Normal;
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
#if defined(USE_DEFORM_VERTEXES)
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
position = DeformPosition(position, normal, attr_TexCoord0.st);
#endif
gl_Position = u_ModelViewProjectionMatrix * position;
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
vec3 dist = u_DlightInfo.xyz - position.xyz;
vec3 dist = u_DlightInfo.xyz - position;
var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5);
float dlightmod = step(0.0, dot(dist, normal));