mirror of https://github.com/minetest/minetest.git
Optimize vertex mathematics on material type by factorization
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@ -41,16 +41,24 @@ void main(void)
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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*/
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pos.x += (smoothTriangleWave(animationTimer*10.0 + (pos2.x + pos2.z) * 0.01 * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + (pos2.x + pos2.z) * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + (pos2.x + pos2.z) * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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*/
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + (pos2.x + pos2.z) * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + (pos2.x + pos2.z) * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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@ -88,7 +96,7 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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