diff options
author | SmileTheory <SmileTheory@gmail.com> | 2013-12-12 21:38:01 -0800 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:37 +0100 |
commit | 1efa9bd0b4748ab2a8bc7b962fc7f0dce03daa8c (patch) | |
tree | 85710f4b43808b3cda5e8f1dfe44ba8f223601e1 /src/renderergl2/glsl/dlight_vp.glsl | |
parent | 22a29956b832cd1d74726b166c37c340df1a7213 (diff) |
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
Diffstat (limited to 'src/renderergl2/glsl/dlight_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/dlight_vp.glsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/renderergl2/glsl/dlight_vp.glsl b/src/renderergl2/glsl/dlight_vp.glsl index 61531ad6..9566a04c 100644 --- a/src/renderergl2/glsl/dlight_vp.glsl +++ b/src/renderergl2/glsl/dlight_vp.glsl @@ -1,4 +1,4 @@ -attribute vec4 attr_Position; +attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; attribute vec3 attr_Normal; @@ -48,7 +48,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) } else if (u_DeformGen == DGEN_WAVE_SQUARE) { - func = sign(sin(value * 2.0 * M_PI)); + func = sign(0.5 - fract(value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { @@ -62,7 +62,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { func = (1.0 - fract(value)); } - else if (u_DeformGen == DGEN_BULGE) + else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } @@ -73,16 +73,16 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) void main() { - vec4 position = attr_Position; - vec3 normal = attr_Normal; + vec3 position = attr_Position; + vec3 normal = attr_Normal * 2.0 - vec3(1.0); #if defined(USE_DEFORM_VERTEXES) - position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); + position = DeformPosition(position, normal, attr_TexCoord0.st); #endif - gl_Position = u_ModelViewProjectionMatrix * position; + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); - vec3 dist = u_DlightInfo.xyz - position.xyz; + vec3 dist = u_DlightInfo.xyz - position; var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5); float dlightmod = step(0.0, dot(dist, normal)); |