Optimize shaders code. Add settings at compile time.

This commit is contained in:
RealBadAngel 2013-12-09 13:25:43 +01:00
parent 50b0e9f7a4
commit dae03382bf
13 changed files with 181 additions and 195 deletions

View File

@ -1,45 +1,44 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform float enableParallaxOcclusion;
uniform float parallaxOcclusionScale;
uniform float parallaxOcclusionBias;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 tsEyeVec;
varying vec3 eyeVec;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
const float e = 2.718281828459;
void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
#endif
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@ -68,5 +67,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

View File

@ -1,5 +1,3 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 normal,tangent,binormal;
#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
tsEyeVec = normalize(eyeVec * tbnMatrix);
#endif
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

View File

@ -1,18 +1,13 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
varying vec4 vColor;
const float e = 2.718281828459;
@ -21,11 +16,12 @@ void main (void)
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
#endif
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@ -54,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

View File

@ -1,40 +1,40 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
uniform float enableWavingLeaves;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#ifdef ENABLE_WAVING_LEAVES
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#endif
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
if (enableWavingLeaves == 1.0){
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld*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;
gl_Position = mWorldViewProj * pos;
}
else
gl_Position = mWorldViewProj * gl_Vertex;
#ifdef ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld*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;
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif
vPosition = (mWorldViewProj * gl_Vertex).xyz;

View File

@ -1,11 +1,7 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

View File

@ -1,16 +1,9 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
uniform float enableWavingWater;
uniform float waterWaveLength;
uniform float waterWaveHeight;
uniform float waterWaveSpeed;
uniform vec3 eyePosition;
varying vec3 vPosition;
@ -18,14 +11,15 @@ varying vec3 eyeVec;
void main(void)
{
if (enableWavingWater == 1.0){
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
gl_Position = mWorldViewProj * pos2;
} else
gl_Position = mWorldViewProj * gl_Vertex;
#ifdef ENABLE_WAVING_WATER
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos2;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;

View File

@ -1,11 +1,7 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

View File

@ -1,43 +1,42 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
uniform float enableWavingPlants;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#ifdef ENABLE_WAVING_PLANTS
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
#endif
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
if (enableWavingPlants == 1.0){
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld * 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;
}
gl_Position = mWorldViewProj * pos;
#ifdef ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld * 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;
}
else
gl_Position = mWorldViewProj * gl_Vertex;
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;

View File

@ -1,23 +1,17 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform float enableParallaxOcclusion;
uniform float parallaxOcclusionScale;
uniform float parallaxOcclusionBias;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 tsEyeVec;
varying vec3 eyeVec;
varying vec4 vColor;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
const float e = 2.718281828459;
@ -25,21 +19,24 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
#ifdef NORMALS
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
#endif
/* Steep parallax code, for future use
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
@ -59,7 +56,8 @@ void main (void)
}
*/
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@ -88,5 +86,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

View File

@ -1,5 +1,3 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 normal,tangent,binormal;
#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
tsEyeVec = normalize(eyeVec * tbnMatrix);
#endif
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

View File

@ -815,44 +815,6 @@ public:
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
float enable_bumpmapping = 0;
if (g_settings->getBool("enable_bumpmapping"))
enable_bumpmapping = 1;
services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
float enable_parallax_occlusion = 0;
if (g_settings->getBool("enable_parallax_occlusion")) {
enable_parallax_occlusion = 1;
float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
services->setPixelShaderConstant("parallaxOcclusionScale", &parallax_occlusion_scale, 1);
float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
services->setPixelShaderConstant("parallaxOcclusionBias", &parallax_occlusion_bias, 1);
}
services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
float enable_waving_water = 0;
if (g_settings->getBool("enable_waving_water")){
enable_waving_water = 1;
float water_wave_height_f = g_settings->getFloat("water_wave_height");
services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
float water_wave_length_f = g_settings->getFloat("water_wave_length");
services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
}
services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
float enable_waving_leaves = 0;
if (g_settings->getBool("enable_waving_leaves"))
enable_waving_leaves = 1;
services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
float enable_waving_plants = 0;
if (g_settings->getBool("enable_waving_plants"))
enable_waving_plants = 1;
services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
// Normal map texture layer
int layer1 = 1;
int layer2 = 2;

View File

@ -1111,6 +1111,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
*/
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
shadermat4, shadermat5;
@ -1210,7 +1211,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
if (enable_shaders) {
ITextureSource *tsrc = data->m_gamedef->tsrc();
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping) {
if (enable_bumpmapping || enable_parallax_occlusion) {
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
@ -1292,7 +1293,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
{
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@ -1362,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && enable_bumpmapping)
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
std::string fname_base,fname_normal;
fname_base = tsrc->getTextureName(tile.texture_id);

View File

@ -673,15 +673,51 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
return shaderinfo;
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
if(vertex_program != "")
vertex_program = "#define NORMALS\n" + vertex_program;
if(pixel_program != "")
pixel_program = "#define NORMALS\n" + pixel_program;
if(geometry_program != "")
geometry_program = "#define NORMALS\n" + geometry_program;
}
// Create shaders header
std::string shaders_header = "#version 120\n";
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
if (g_settings->getBool("enable_parallax_occlusion")){
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += "\n";
}
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";
if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER\n";
shaders_header += "#define WATER_WAVE_HEIGHT ";
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_LENGTH ";
shaders_header += ftos(g_settings->getFloat("water_wave_length"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_SPEED ";
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
shaders_header += "\n";
}
if (g_settings->getBool("enable_waving_leaves"))
shaders_header += "#define ENABLE_WAVING_LEAVES\n";
if (g_settings->getBool("enable_waving_plants"))
shaders_header += "#define ENABLE_WAVING_PLANTS\n";
if(pixel_program != "")
pixel_program = shaders_header + pixel_program;
if(vertex_program != "")
vertex_program = shaders_header + vertex_program;
if(geometry_program != "")
geometry_program = shaders_header + geometry_program;
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;