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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-17 15:15:27 +01:00

More minor shader cleanups

This commit is contained in:
sfan5
2025-11-12 17:48:36 +01:00
parent 4cbe7b2597
commit 00eea43131
7 changed files with 36 additions and 38 deletions

View File

@@ -7,7 +7,6 @@ uniform highp vec3 cameraOffset;
uniform float animationTimer;
VARYING_ vec3 vNormal;
VARYING_ vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
// If the absolute position is required it can be calculated with
@@ -43,14 +42,13 @@ CENTROID_ VARYING_ float nightRatio;
VARYING_ highp vec3 eyeVec;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
#ifdef ENABLE_DYNAMIC_SHADOWS
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef ENABLE_DYNAMIC_SHADOWS
vec4 getRelativePosition(in vec4 position)
{
vec2 l = position.xy - CameraPos.xy;
@@ -77,14 +75,16 @@ vec4 applyPerspectiveDistortion(in vec4 position)
return position;
}
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
#if __VERSION__ >= 130
#define mtsmoothstep smoothstep
#else
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
#endif
#endif
float smoothCurve(float x)
@@ -189,7 +189,6 @@ void main(void)
worldPosition = (mWorld * pos).xyz;
gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz;
eyeVec = -(mWorldView * pos).xyz;
#ifdef SECONDSTAGE
normalPass = normalize((inVertexNormal+1)/2);