vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ /* Mathematic optimization
+ * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
+ * end: 2 multiplications + 3 additions)
+ */
+ color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
} else {
color = base.rgb;
}
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER\r
vec4 pos = gl_Vertex;\r
pos.y -= 2.0;\r
- pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
- + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;\r
+\r
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);\r
+\r
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;\r
gl_Position = mWorldViewProj * pos;\r
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES\r
vec4 pos = gl_Vertex;\r
vec4 pos2 = mWorld * gl_Vertex;\r
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;\r
+\r
+ /*\r
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
+ * And bufferize calcul to a float\r
+ */\r
+ float pos2XpZ = pos2.x + pos2.z;\r
+\r
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;\r
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;\r
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;\r
gl_Position = mWorldViewProj * pos;\r
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS\r
vec4 pos = gl_Vertex;\r
vec4 pos2 = mWorld * gl_Vertex;\r
if (gl_TexCoord[0].y < 0.05) {\r
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;\r
+ /*\r
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
+ * And bufferize calcul to a float\r
+ */\r
+ float pos2XpZ = pos2.x + pos2.z;\r
+\r
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;\r
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;\r
}\r
gl_Position = mWorldViewProj * pos;\r
#else\r
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ /* Mathematic optimization
+ * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
+ * end: 2 multiplications + 3 additions)
+ */
+ color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
} else {
color = base.rgb;
}
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER\r
vec4 pos = gl_Vertex;\r
pos.y -= 2.0;\r
- pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
- + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;\r
+\r
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);\r
+\r
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;\r
gl_Position = mWorldViewProj * pos;\r
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES\r
vec4 pos = gl_Vertex;\r
vec4 pos2 = mWorld * gl_Vertex;\r
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;\r
+ /*\r
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
+ * And bufferize calcul to a float\r
+ */\r
+ float pos2XpZ = pos2.x + pos2.z;\r
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;\r
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;\r
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;\r
gl_Position = mWorldViewProj * pos;\r
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS\r
vec4 pos = gl_Vertex;\r
vec4 pos2 = mWorld * gl_Vertex;\r
if (gl_TexCoord[0].y < 0.05) {\r
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; \r
+ /*\r
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
+ * And bufferize calcul to a float\r
+ */\r
+ float pos2XpZ = pos2.x + pos2.z;\r
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;\r
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;\r
}\r
gl_Position = mWorldViewProj * pos;\r
#else\r
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));\r
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
}\r
- mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,\r
+ mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,\r
tangent.y, binormal.y, normal.y,\r
tangent.z, binormal.z, normal.z);\r
\r