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https://github.com/minetest/minetest.git
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46821f1156
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
122 lines
3.3 KiB
GLSL
122 lines
3.3 KiB
GLSL
uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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varying vec3 lightVec;
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varying vec3 tsLightVec;
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bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float intensity (vec3 color){
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height (vec2 uv){
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return intensity(texture2D(baseTexture,uv).rgb);
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}
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vec4 get_normal_map(vec2 uv){
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 -1.0);
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bump.y = -bump.y;
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return bump;
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}
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void main (void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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#ifdef USE_NORMALMAPS
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if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
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normalTexturePresent = true;
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}
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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if (normalTexturePresent){
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vec3 tsEye = normalize(tsEyeVec);
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float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
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uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
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}
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#endif
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#ifdef USE_NORMALMAPS
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if (normalTexturePresent){
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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#ifdef GENERATE_NORMALMAPS
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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 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 r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
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float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
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float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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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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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap){
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vec3 L = normalize(lightVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
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float diffuse = dot(E,bump.xyz);
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/* Mathematic optimization
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* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
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* end: 2 multiplications + 3 additions)
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*/
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color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.rgb, alpha);
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#else
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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#endif
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}
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