OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.
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82be4e667f
commit
acbeca6042
8 changed files with 157 additions and 213 deletions
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@ -113,7 +113,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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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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vec3 offsetPos = position * 0.0009765625;
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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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@ -183,7 +183,7 @@ void main()
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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) && !defined(USE_LIGHT_VECTOR)
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#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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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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@ -194,12 +194,10 @@ void main()
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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_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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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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var_Color.rgb = vec3(1.0);
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#endif
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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@ -209,14 +207,8 @@ void main()
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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_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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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.xyz = (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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@ -229,7 +221,7 @@ 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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vec3 viewDir = (u_ViewOrigin - position);
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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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@ -250,8 +242,8 @@ void main()
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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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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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var_Bitangent = vec4(bitangent, viewDir.z);
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#endif
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}
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