From 7c5db0d00adcdf4c8c0db676d4fbc1070293ebb5 Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Tue, 17 Sep 2013 23:52:40 -0700 Subject: OpenGL2: reduce varying usage in lightall shader. --- src/renderergl2/glsl/lightall_fp.glsl | 57 ++++++++++++++++------------------- 1 file changed, 26 insertions(+), 31 deletions(-) (limited to 'src/renderergl2/glsl/lightall_fp.glsl') diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl index 6dbfe963..5bc7b11a 100644 --- a/src/renderergl2/glsl/lightall_fp.glsl +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -24,45 +24,40 @@ uniform sampler2D u_ShadowMap; uniform samplerCube u_CubeMap; #endif -#if defined(USE_LIGHT_VECTOR) +#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; -uniform float u_LightRadius; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) uniform vec3 u_PrimaryLightColor; uniform vec3 u_PrimaryLightAmbient; -uniform float u_PrimaryLightRadius; #endif -#if defined(USE_LIGHT) +#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) uniform vec2 u_MaterialInfo; #endif -varying vec2 var_DiffuseTex; -#if defined(USE_LIGHTMAP) -varying vec2 var_LightTex; -#endif +varying vec4 var_TexCoords; + varying vec4 var_Color; #if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) -varying vec3 var_ViewDir; -varying vec3 var_Normal; -varying vec3 var_Tangent; -varying vec3 var_Bitangent; +varying vec4 var_Normal; +varying vec4 var_Tangent; +varying vec4 var_Bitangent; #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) -varying vec3 var_lightColor; +varying vec3 var_LightColor; #endif -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) +#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) -varying vec3 var_PrimaryLightDir; +varying vec4 var_PrimaryLightDir; #endif @@ -276,7 +271,7 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius) // clamp attenuation #if defined(NO_LIGHT_CLAMP) - attenuation *= float(attenuation > 0.0); + attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif @@ -291,36 +286,36 @@ void main() float NL, NH, NE, EH; #if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) - mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal); + mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz); #endif #if defined(USE_DELUXEMAP) - L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0)); + L = (2.0 * texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(1.0)); #if defined(USE_TANGENT_SPACE_LIGHT) - L = L * tangentToWorld; + L = L * tangentToWorld; #endif #elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) L = var_LightDir.xyz; #endif #if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP) - E = normalize(var_ViewDir); + E = normalize(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w)); #endif #if defined(USE_LIGHTMAP) - vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba; + vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw).rgba; #if defined(RGBM_LIGHTMAP) lightSample.rgb *= 32.0 * lightSample.a; #endif vec3 lightColor = lightSample.rgb; #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) - vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, u_LightRadius * u_LightRadius); + vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, var_LightDir.w); vec3 ambientColor = u_AmbientLight; #elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) - vec3 lightColor = var_lightColor; + vec3 lightColor = var_LightColor; #endif - vec2 texCoords = var_DiffuseTex; + vec2 texCoords = var_TexCoords.xy; #if defined(USE_PARALLAXMAP) #if defined(USE_TANGENT_SPACE_LIGHT) @@ -355,7 +350,7 @@ void main() #elif defined(USE_TANGENT_SPACE_LIGHT) N = vec3(0.0, 0.0, 1.0); #else - N = normalize(var_Normal); + N = normalize(var_Normal.xyz); #endif L = normalize(L); @@ -368,7 +363,7 @@ void main() #if defined(USE_TANGENT_SPACE_LIGHT) shadowValue *= float(var_PrimaryLightDir.z > 0.0); #else - shadowValue *= float(dot(var_Normal, var_PrimaryLightDir) > 0.0); + shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0); #endif #if defined(SHADOWMAP_MODULATE) @@ -377,7 +372,7 @@ void main() #if 0 // Only shadow when the world light is parallel to the primary light - shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0); + shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir.xyz), 0.0, 1.0); #endif lightColor = mix(shadowColor, lightColor, shadowValue); #endif @@ -389,7 +384,7 @@ void main() #if defined(USE_TANGENT_SPACE_LIGHT) float surfNL = L.z; #else - float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0); + float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0); #endif // Scale the incoming light to compensate for the baked-in light angle @@ -474,7 +469,7 @@ void main() #if defined(USE_LIGHTMAP) cubeLightColor *= lightSample.rgb; #elif defined (USE_LIGHT_VERTEX) - cubeLightColor *= var_lightColor; + cubeLightColor *= var_LightColor; #else cubeLightColor *= lightColor * NL + ambientColor; #endif @@ -484,7 +479,7 @@ void main() #endif #if defined(USE_PRIMARY_LIGHT) - L = normalize(var_PrimaryLightDir); + L = normalize(var_PrimaryLightDir.xyz); NL = clamp(dot(N, L), 0.0, 1.0); H = normalize(L + E); @@ -494,7 +489,7 @@ void main() reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess); - lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightRadius * u_PrimaryLightRadius); + lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightDir.w); #if defined(USE_SHADOWMAP) lightColor *= shadowValue; -- cgit