Revert "Optimize bumpmapping mathematics"
authorCraig Robbins <kde.psych@gmail.com>
Thu, 15 Jan 2015 15:30:03 +0000 (01:30 +1000)
committerCraig Robbins <kde.psych@gmail.com>
Thu, 15 Jan 2015 15:30:03 +0000 (01:30 +1000)
This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a.

client/shaders/nodes_shader/opengl_fragment.glsl
client/shaders/nodes_shader/opengl_vertex.glsl
client/shaders/water_surface_shader/opengl_fragment.glsl
client/shaders/water_surface_shader/opengl_vertex.glsl

index 7ef30cc52902256a1b16834d4260d883f563f448..2a1cbc5689633deb0a0e7180db2b96b734cbac09 100644 (file)
@@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
                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);                
-               /* 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
+               color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
        } else {
                color = base.rgb;
        }
index 07684f6169f1479f7b95f4e6c141ca97fbeccf29..ff310cc2f8be9332c230ac02d2f4e62dbdc223d0 100644 (file)
@@ -35,39 +35,22 @@ void main(void)
 #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
-\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
+       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
        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
-\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
+       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
        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
-               /*\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
+               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
        gl_Position = mWorldViewProj * pos;\r
 #else\r
index 7ef30cc52902256a1b16834d4260d883f563f448..2a1cbc5689633deb0a0e7180db2b96b734cbac09 100644 (file)
@@ -87,12 +87,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
                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);                
-               /* 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
+               color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
        } else {
                color = base.rgb;
        }
index 5a74f77bdba2bdca51d46b2b8903371e83c1601b..ad94fde325c28d1f7de214c804532a2bb351c901 100644 (file)
@@ -31,40 +31,26 @@ float smoothTriangleWave( float x ) {
 void main(void)\r
 {\r
        gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
+       \r
 #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
-\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
+       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
        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
-       /*\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
+       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
        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
-               /*\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
+               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
        gl_Position = mWorldViewProj * pos;\r
 #else\r
@@ -102,9 +88,9 @@ void main(void)
                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
-                       tangent.y, binormal.y, normal.y,\r
-                       tangent.z, binormal.z, normal.z);\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
        lightVec = sunPosition - worldPosition;\r
        tsLightVec = lightVec * tbnMatrix;\r