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Bring the old urban shader (qualiti level=3.5) back to life on my video hardware by restricting the number of varying variables to a maximum of seven.

This commit is contained in:
Erik Hofman 2011-07-16 11:11:06 +02:00
parent 0ca0ee6ad2
commit 71283a3eae
2 changed files with 5 additions and 4 deletions

View file

@ -55,12 +55,15 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
void main (void) void main (void)
{ {
float bump = 1.0;
if ( quality_level >= 3.5 ) { if ( quality_level >= 3.5 ) {
linear_search_steps = 20; linear_search_steps = 20;
} }
vec2 uv, dp, ds;
vec2 uv, dp = vec2(0, 0), ds = vec2(0, 0);
vec3 N; vec3 N;
float d; float d = 0;
if ( bump > 0.9 && quality_level >= 2.0 ) if ( bump > 0.9 && quality_level >= 2.0 )
{ {
vec3 V = normalize(ecPosition.xyz); vec3 V = normalize(ecPosition.xyz);

View file

@ -5,7 +5,6 @@ varying vec3 VTangent;
varying vec3 VBinormal; varying vec3 VBinormal;
varying vec3 Normal; varying vec3 Normal;
varying vec4 constantColor; varying vec4 constantColor;
varying float bump;
attribute vec3 tangent; attribute vec3 tangent;
attribute vec3 binormal; attribute vec3 binormal;
@ -18,7 +17,6 @@ void main(void)
VNormal = gl_NormalMatrix * gl_Normal; VNormal = gl_NormalMatrix * gl_Normal;
VTangent = gl_NormalMatrix * tangent; VTangent = gl_NormalMatrix * tangent;
VBinormal = gl_NormalMatrix * binormal; VBinormal = gl_NormalMatrix * binormal;
bump = 1.0;
gl_FrontColor = gl_Color; gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission constantColor = gl_FrontMaterial.emission