mirror of
https://github.com/minetest/minetest.git
synced 2024-11-10 17:53:46 +01:00
Revert "Optimize bumpmapping mathematics"
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.
This commit is contained in:
parent
5cf911ffe1
commit
516f1bcd16
@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
|||||||
vec3 E = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
float diffuse = dot(E,bump.xyz);
|
float diffuse = dot(E,bump.xyz);
|
||||||
/* Mathematic optimization
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
|
||||||
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
|
|
||||||
* end: 2 multiplications + 3 additions)
|
|
||||||
*/
|
|
||||||
color = (0.05 + diffuse + 0.2 * specular) * base.rgb
|
|
||||||
} else {
|
} else {
|
||||||
color = base.rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
|
@ -35,39 +35,22 @@ void main(void)
|
|||||||
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
pos.y -= 2.0;
|
pos.y -= 2.0;
|
||||||
|
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
||||||
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
||||||
|
|
||||||
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
vec4 pos2 = mWorld * 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;
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
|
||||||
* And bufferize calcul to a float
|
|
||||||
*/
|
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
|
||||||
|
|
||||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
|
|
||||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
|
|
||||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
|
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
if (gl_TexCoord[0].y < 0.05) {
|
if (gl_TexCoord[0].y < 0.05) {
|
||||||
/*
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
|
||||||
* And bufferize calcul to a float
|
|
||||||
*/
|
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
|
||||||
|
|
||||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
|
|
||||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
|
|
||||||
}
|
}
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#else
|
#else
|
||||||
|
@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
|||||||
vec3 E = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
float diffuse = dot(E,bump.xyz);
|
float diffuse = dot(E,bump.xyz);
|
||||||
/* Mathematic optimization
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
|
||||||
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
|
|
||||||
* end: 2 multiplications + 3 additions)
|
|
||||||
*/
|
|
||||||
color = (0.05 + diffuse + 0.2 * specular) * base.rgb
|
|
||||||
} else {
|
} else {
|
||||||
color = base.rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
|
@ -31,40 +31,26 @@ float smoothTriangleWave( float x ) {
|
|||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
|
||||||
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
pos.y -= 2.0;
|
pos.y -= 2.0;
|
||||||
|
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
||||||
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
||||||
|
|
||||||
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
/*
|
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
||||||
* And bufferize calcul to a float
|
|
||||||
*/
|
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
|
||||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
|
|
||||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
|
|
||||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
|
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
if (gl_TexCoord[0].y < 0.05) {
|
if (gl_TexCoord[0].y < 0.05) {
|
||||||
/*
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
|
||||||
* And bufferize calcul to a float
|
|
||||||
*/
|
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
|
||||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
|
|
||||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
|
|
||||||
}
|
}
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#else
|
#else
|
||||||
@ -102,9 +88,9 @@ void main(void)
|
|||||||
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
}
|
}
|
||||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
||||||
tangent.y, binormal.y, normal.y,
|
tangent.y, binormal.y, normal.y,
|
||||||
tangent.z, binormal.z, normal.z);
|
tangent.z, binormal.z, normal.z);
|
||||||
|
|
||||||
lightVec = sunPosition - worldPosition;
|
lightVec = sunPosition - worldPosition;
|
||||||
tsLightVec = lightVec * tbnMatrix;
|
tsLightVec = lightVec * tbnMatrix;
|
||||||
|
Loading…
Reference in New Issue
Block a user