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Optimize shaders code. Add settings at compile time.
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RealBadAngel committed Dec 9, 2013
1 parent 50b0e9f commit dae0338
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Showing 13 changed files with 179 additions and 193 deletions.
37 changes: 18 additions & 19 deletions client/shaders/alpha_shader/opengl_fragment.glsl
@@ -1,45 +1,44 @@
#version 120

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform float enableBumpmapping;
uniform float enableParallaxOcclusion;
uniform float parallaxOcclusionScale;
uniform float parallaxOcclusionBias;


uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 tsEyeVec;
varying vec3 eyeVec;

#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif

const float e = 2.718281828459;

void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef NORMALS

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif

#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);

float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;

if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {

if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
#endif

if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
Expand Down Expand Up @@ -68,5 +67,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
21 changes: 12 additions & 9 deletions client/shaders/alpha_shader/opengl_vertex.glsl
@@ -1,5 +1,3 @@
#version 120

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
Expand All @@ -9,14 +7,19 @@ uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif

void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;

vec3 normal,tangent,binormal;
#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);

if (gl_Normal.x > 0.5) {
Expand Down Expand Up @@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}

mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);

eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);

tsEyeVec = normalize(eyeVec * tbnMatrix);

#endif

vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

Expand Down
14 changes: 5 additions & 9 deletions client/shaders/leaves_shader/opengl_fragment.glsl
@@ -1,18 +1,13 @@
#version 120

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform float enableBumpmapping;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;
varying vec4 vColor;

const float e = 2.718281828459;

Expand All @@ -21,11 +16,12 @@ void main (void)
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef NORMALS
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
#endif

if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
Expand Down Expand Up @@ -54,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
44 changes: 22 additions & 22 deletions client/shaders/leaves_shader/opengl_vertex.glsl
@@ -1,40 +1,40 @@
#version 120

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;

uniform float enableWavingLeaves;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#ifdef ENABLE_WAVING_LEAVES
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#endif

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
if (enableWavingLeaves == 1.0){
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld*gl_Vertex;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos;
}
else
gl_Position = mWorldViewProj * gl_Vertex;

#ifdef ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld*gl_Vertex;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif

vPosition = (mWorldViewProj * gl_Vertex).xyz;

Expand Down
15 changes: 6 additions & 9 deletions client/shaders/liquids_shader/opengl_fragment.glsl
@@ -1,11 +1,7 @@
#version 120

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform float enableBumpmapping;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
Expand All @@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
#endif

if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
Expand Down Expand Up @@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
24 changes: 9 additions & 15 deletions client/shaders/liquids_shader/opengl_vertex.glsl
@@ -1,31 +1,25 @@
#version 120

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;

uniform float enableWavingWater;
uniform float waterWaveLength;
uniform float waterWaveHeight;
uniform float waterWaveSpeed;

uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

void main(void)
{
if (enableWavingWater == 1.0){
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
gl_Position = mWorldViewProj * pos2;
} else
gl_Position = mWorldViewProj * gl_Vertex;
#ifdef ENABLE_WAVING_WATER
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos2;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif

eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
Expand Down
15 changes: 6 additions & 9 deletions client/shaders/plants_shader/opengl_fragment.glsl
@@ -1,11 +1,7 @@
#version 120

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform float enableBumpmapping;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
Expand All @@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
#endif

if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
Expand Down Expand Up @@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

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