Remove use of engine sent texture tiling flags (no longer needed)

This commit is contained in:
RealBadAngel 2015-08-16 22:44:11 +02:00 committed by kilbith
parent bcf38a2ad1
commit b3a55c076e
2 changed files with 43 additions and 94 deletions

View File

@ -16,9 +16,6 @@ varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
@ -29,45 +26,6 @@ void get_texture_flags()
if (flags.r > 0.5) {
normalTexturePresent = true;
}
if (flags.g > 0.5) {
texTileableHorizontal = true;
}
if (flags.b > 0.5) {
texTileableVertical = true;
}
if (texTileableHorizontal && texTileableVertical) {
texSeamless = true;
}
}
vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
{
if (texSeamless) {
uv += dist * ds;
} else if (texTileableVertical == false) {
vec2 uv2 = uv + dist * ds;
// limit vertical texure displacement
if ((uv.y + uv2.y) < 0.0) {
uv.y = 0.0;
} else if ((uv.y + uv2.y) > 1.999) {
uv.y = 0.999;
} else {
uv.y = uv2.y;
}
uv.x = uv2.x;
} else {
vec2 uv2 = uv + dist * ds;
// limit horizontal texure displacement
if ((uv.x + uv2.x) < 0.0) {
uv.x = 0.0;
} else if ((uv.x + uv2.x) > 1.999) {
uv.x = 0.999;
} else {
uv.x = uv2.x;
}
uv.y = uv2.y;
}
return uv;
}
float intensity(vec3 color)
@ -77,11 +35,7 @@ float intensity(vec3 color)
float get_rgb_height(vec2 uv)
{
if (texSeamless) {
return intensity(texture2D(baseTexture, uv).rgb);
} else {
return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
}
}
vec4 get_normal_map(vec2 uv)
@ -144,18 +98,13 @@ void main(void)
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
// offset the texture by maximum possible displacement,
// this will help align seamless and non seamless textures
uv -= ds;
float dist = find_intersection(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
uv -= ds;
float dist = find_intersectionRGB(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
}
#endif

View File

@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 300.0) {
if (dist > 150.0) {
area_enable_parallax = 0.0;
}