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Remove intermediate quality settings from the ubershader. Fix a texture.

This commit is contained in:
Emilian Huminiuc 2014-01-15 23:26:26 +01:00 committed by Christian Schmitt
parent 830f8dacee
commit 7f183e0117
10 changed files with 128 additions and 159 deletions

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@ -546,14 +546,6 @@ the objects that use it, and replaces it with the default shader.
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

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@ -629,14 +629,6 @@ and fallback to plain transparency when the model shader is disabled.
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

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@ -109,10 +109,6 @@ please see Docs/README.model-combined.eff for documentation
<dirt-factor type="float" n="2">0.0</dirt-factor> <dirt-factor type="float" n="2">0.0</dirt-factor>
<!-- ambient correction --> <!-- ambient correction -->
<ambient-correction type="float">0.05</ambient-correction> <ambient-correction type="float">0.05</ambient-correction>
<!-- quality slider -->
<shader-quality type="int">
<use>/sim/rendering/shaders/model</use>
</shader-quality>
<rendering-hint>opaque</rendering-hint> <rendering-hint>opaque</rendering-hint>
<transparent>false</transparent> <transparent>false</transparent>
<render-bin> <render-bin>
@ -712,14 +708,6 @@ please see Docs/README.model-combined.eff for documentation
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>
@ -1353,14 +1341,6 @@ please see Docs/README.model-combined.eff for documentation
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

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@ -65,16 +65,19 @@ void main(void)
//normal = gl_NormalMatrix * normal; //normal = gl_NormalMatrix * normal;
VNormal = normalize(gl_NormalMatrix * normal); VNormal = normalize(gl_NormalMatrix * normal);
if (nmap_enabled > 0 && shader_qual > 2){
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);
} else {
VTangent = vec3(0.0);
VBinormal = vec3 (0.0);
}
vec3 n = normalize(normal); vec3 n = normalize(normal);
vec3 t = cross(n, vec3(1.0,0.0,0.0)); vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 b = cross(n,t); vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a // Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work // transparency animation is at work

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@ -3,6 +3,7 @@
// Authors: Frederic Bouvier and Gijs de Rooy // Authors: Frederic Bouvier and Gijs de Rooy
// with major additions and revisions by // with major additions and revisions by
// Emilian Huminiuc and Vivian Meazza 2011 // Emilian Huminiuc and Vivian Meazza 2011
#version 120
varying vec3 rawpos; varying vec3 rawpos;
varying vec3 VNormal; varying vec3 VNormal;
@ -27,7 +28,6 @@ uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int lightmap_enabled; uniform int lightmap_enabled;
uniform int lightmap_multi; uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled; uniform int dirt_enabled;
uniform int dirt_multi; uniform int dirt_multi;
@ -80,7 +80,7 @@ void main (void)
float pf; float pf;
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -100,7 +100,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0){
float reflFactor; float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
if(refl_map > 0){ if(refl_map > 0){

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@ -36,7 +36,6 @@ uniform int nmap_dds;
uniform int nmap_enabled; uniform int nmap_enabled;
uniform int refl_enabled; uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int shader_qual;
uniform int grain_texture_enabled; uniform int grain_texture_enabled;
uniform float amb_correction; uniform float amb_correction;
@ -218,7 +217,7 @@ void main (void)
/// END grain overlay /// END grain overlay
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -258,7 +257,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0){
float reflFactor = 0.0; float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -266,7 +265,7 @@ void main (void)
// map the shininess of the object with user input // map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map //float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset; reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) { } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input // set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else { } else {

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@ -30,7 +30,6 @@ uniform int nmap_dds;
uniform int nmap_enabled; uniform int nmap_enabled;
uniform int refl_enabled; uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int shader_qual;
uniform float amb_correction; uniform float amb_correction;
uniform float dirt_b_factor; uniform float dirt_b_factor;
@ -73,7 +72,7 @@ void main (void)
float pf = 0.0; float pf = 0.0;
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0 ){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -111,7 +110,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0 ){
float reflFactor = 0.0; float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -119,7 +118,7 @@ void main (void)
// map the shininess of the object with user input // map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map //float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset; reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) { } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input // set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else { } else {

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@ -52,16 +52,20 @@ void main(void)
//fog_Func(fogType); //fog_Func(fogType);
VNormal = normalize(gl_NormalMatrix * gl_Normal); VNormal = normalize(gl_NormalMatrix * gl_Normal);
if (nmap_enabled > 0 && shader_qual > 2){
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);
} else {
VTangent = vec3(0.0);
VBinormal = vec3 (0.0);
}
vec3 n = normalize(gl_Normal); vec3 n = normalize(gl_Normal);
vec3 t = cross(n, vec3(1.0,0.0,0.0)); vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 b = cross(n,t); vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a // Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work // transparency animation is at work

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@ -230,9 +230,9 @@
<slider> <slider>
<name>model</name> <name>model</name>
<min>0.0</min> <min>0.0</min>
<max>3.0</max> <max>1.0</max>
<step>1.0</step> <step>1.0</step>
<fraction>0.25</fraction> <fraction>0.5</fraction>
<live>true</live> <live>true</live>
<property>/sim/rendering/shaders/model</property> <property>/sim/rendering/shaders/model</property>
<binding> <binding>