OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
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efe8437cde
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15 changed files with 255 additions and 244 deletions
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@ -14,8 +14,7 @@ attribute vec4 attr_Tangent;
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent2;
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attribute vec3 attr_Bitangent2;
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attribute vec4 attr_Tangent2;
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#endif
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#endif
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@ -108,13 +107,15 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_LocalViewOrigin - position);
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tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5;
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vec2 ref = reflect(viewer, normal).yz;
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tex.s = ref.x * -0.5 + 0.5;
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tex.t = ref.y * 0.5 + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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{
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tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
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}
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return tex;
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}
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#endif
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@ -123,38 +124,33 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w;
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vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
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float phase = offTurb.w * 2.0 * M_PI;
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vec2 st2;
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st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
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st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
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vec2 offsetPos = vec2(position.x + position.z, position.y);
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vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
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vec3 offsetPos = position / 1024.0;
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offsetPos.x += offsetPos.z;
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vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
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return st2 + texOffset * amplitude;
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}
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#endif
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float CalcLightAttenuation(vec3 dir, float sqrRadius)
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float CalcLightAttenuation(float point, float normDist)
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{
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// point light at >0 radius, directional otherwise
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float point = float(sqrRadius > 0.0);
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// inverse square light
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float attenuation = sqrRadius / dot(dir, dir);
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// zero light at radius, approximating q3 style
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// zero light at 1.0, approximating q3 style
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// also don't attenuate directional light
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attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
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float attenuation = (0.5 * normDist - 1.5) * point + 1.0;
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// clamp attenuation
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#if defined(NO_LIGHT_CLAMP)
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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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return attenuation;
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}
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@ -162,22 +158,22 @@ 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 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0));
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
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#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 tangent = normalize(mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp) * 2.0 - vec3(1.0));
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vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp);
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#endif
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal * 2.0 - vec3(1.0);
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vec3 normal = attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 tangent = attr_Tangent.xyz * 2.0 - vec3(1.0);
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vec3 tangent = attr_Tangent.xyz;
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#endif
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#endif
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normal = normal * 2.0 - vec3(1.0);
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#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 bitangent = cross(normal, tangent);
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bitangent *= attr_Tangent.w * 2.0 - 1.0;
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tangent = tangent * 2.0 - vec3(1.0);
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#endif
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#if defined(USE_TCGEN)
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@ -195,17 +191,20 @@ void main()
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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#if defined(USE_MODELMATRIX)
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_VERT_TANGENT_SPACE)
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0);
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#endif
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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)
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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@ -215,7 +214,7 @@ void main()
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#if defined(USE_LIGHTMAP)
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var_TexCoords.zw = attr_TexCoord1.st;
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#endif
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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var_LightColor = var_Color.rgb;
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@ -223,10 +222,11 @@ void main()
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#endif
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
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float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
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float sqrLightDist = dot(L, L);
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float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist);
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float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0);
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var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
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var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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@ -241,15 +241,12 @@ void main()
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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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var_LightDir -= u_EnableTextures.y * var_LightDir;
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#endif
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#endif
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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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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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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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