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Optimisation and tidying

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2012-05-07 19:11:34 +01:00
parent 15af3ae0a9
commit f0d21c1f60
4 changed files with 7 additions and 35 deletions

View file

@ -24,8 +24,6 @@ uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
//varying vec4 waterTex4; //viewts
//varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
@ -147,10 +145,10 @@ void main(void)
vNorm = -vNorm;
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
vec4 refl ;
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
// cover = 0;
if(cover >= 1.5){
@ -185,16 +183,6 @@ void main(void)
refl *= fres;
vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st);
//refl.a *= alpha0.a;
////calculate the fog factor
//float fogFactor;
//float fogCoord = ecPosition.z;
//const float LOG2 = 1.442695;
//fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//if(gl_Fog.density == 1.0)
// fogFactor=1.0;
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;

View file

@ -12,8 +12,6 @@
varying vec4 waterTex1;
varying vec4 waterTex2;
//varying vec4 waterTex4;
//varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
@ -21,10 +19,6 @@ varying vec3 normal;
uniform float osg_SimulationTime;
uniform float WindE, WindN, spd, hdg;
////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
@ -58,13 +52,9 @@ void main(void)
vec3 N = normalize(gl_Normal);
normal = N;
// ecPosition = gl_ModelViewMatrix * gl_Vertex;
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
// waterTex4 = vec4( ecPosition.xzy, 0.0 );
vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0);
vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0);
@ -77,5 +67,4 @@ void main(void)
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
// fog_Func(fogType);
}
}

View file

@ -9,7 +9,6 @@
varying vec4 waterTex1;
varying vec4 waterTex2;
//varying vec4 waterTex4;
varying vec3 viewerdir;
varying vec3 lightdir;
@ -34,13 +33,9 @@ void main(void)
vec3 N = normalize(gl_Normal);
normal = N;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
//waterTex4 = vec4(ecPosition.xzy, 0.0 );
vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);

View file

@ -283,8 +283,8 @@ void main(void)
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp * waterTex1)) ;
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
// Test data