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

@ -1,9 +1,9 @@
attribute vec4 attr_Position;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
attribute vec4 attr_TexCoord0;
//#if defined(USE_VERTEX_ANIMATION)
attribute vec4 attr_Position2;
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
//#endif
@ -54,7 +54,7 @@ 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)
{
@ -68,7 +68,7 @@ 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);
}
@ -78,12 +78,13 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
void main()
{
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
position = DeformPosition(position, normal, attr_TexCoord0.st);
gl_Position = u_ModelViewProjectionMatrix * position;
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
var_Position = (u_ModelMatrix * position).xyz;
var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
}