forked from Mirrorlandia_minetest/minetest
Shaders: Remove unnecessary 'if' statements
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
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a76e7698b2
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@ -163,7 +163,8 @@ void main(void)
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}
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}
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#endif
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#endif
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if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
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#if GENERATE_NORMALMAPS == 1
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if (normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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@ -177,7 +178,7 @@ void main(void)
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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use_normalmap = true;
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}
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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#ifdef ENABLE_BUMPMAPPING
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@ -200,7 +201,6 @@ void main(void)
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col = applyToneMapping(col);
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col = applyToneMapping(col);
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#endif
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#endif
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if (fogDistance != 0.0) {
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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@ -213,7 +213,6 @@ void main(void)
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float clarity = clamp(fogShadingParameter
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = mix(skyBgColor, col, clarity);
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}
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col = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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gl_FragColor = col;
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gl_FragColor = col;
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@ -114,7 +114,8 @@ void main(void)
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}
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}
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#endif
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#endif
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if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
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#if GENERATE_NORMALMAPS == 1
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if (use_normalmap == false) {
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float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
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float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
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float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
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float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
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@ -128,6 +129,7 @@ void main(void)
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bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
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bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
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use_normalmap = true;
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use_normalmap = true;
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}
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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vec4 base = texture2D(baseTexture, uv).rgba;
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@ -156,7 +158,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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col = applyToneMapping(col);
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col = applyToneMapping(col);
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#endif
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#endif
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if (fogDistance != 0.0) {
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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@ -169,7 +170,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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float clarity = clamp(fogShadingParameter
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = mix(skyBgColor, col, clarity);
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}
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col = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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gl_FragColor = col;
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gl_FragColor = col;
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@ -75,7 +75,8 @@ void main(void)
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}
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}
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#endif
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#endif
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if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
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#if GENERATE_NORMALMAPS == 1
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if (normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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@ -89,6 +90,7 @@ void main(void)
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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use_normalmap = true;
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}
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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vec4 base = texture2D(baseTexture, uv).rgba;
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@ -108,7 +110,6 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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col *= gl_Color;
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if (fogDistance != 0.0) {
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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@ -121,6 +122,6 @@ void main(void)
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float clarity = clamp(fogShadingParameter
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = mix(skyBgColor, col, clarity);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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gl_FragColor = vec4(col.rgb, base.a);
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}
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}
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