From 3d2e62c5c639878af195dcc8bbf35f432a8338c3 Mon Sep 17 00:00:00 2001 From: Loic Blot Date: Mon, 12 Jan 2015 11:56:04 +0100 Subject: [PATCH] Same vertex fixes as water and add a missing parenthesis --- .../shaders/nodes_shader/opengl_vertex.glsl | 35 +++++++++++++++---- .../water_surface_shader/opengl_vertex.glsl | 2 +- 2 files changed, 29 insertions(+), 8 deletions(-) diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index ff310cc2f..85538cdc4 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -34,23 +34,44 @@ void main(void) #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; + + /* + * Mathematic optimization: posYBuf is a duplicate calcul. Bufferize it to improve performances + */ + float posYbuf = pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH + pos.y -= 2.0; - pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT - + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; + pos.y -= (sin(posYbuf) + sin(posYbuf / 7.0)) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = 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; - pos.z += (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) + * 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; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; vec4 pos2 = mWorld * gl_Vertex; 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; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; + /* + * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) + * 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; #else diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 036aaf104..671937421 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -54,7 +54,7 @@ void main(void) */ float pos2XpZ = pos2.x + pos2.z; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01 * 2.0 - 1.0) * 0.4; + 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;