Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
Remove heavy early-Z passes from various default rendering effects.
Equates to a 25% FPS gain on Mac (no difference on my Linux box).
(Early-Z is fine in principle, but should use trivial shaders and no
lighting, texturing or fog. In local testing no measurable benefit
was found in even a true early-Z pass)
This should help those checking out models in fgviewer
To enable effects in fgviewer run it with:
fgviewer --prop /sim/rendering/shaders/quality-level -1
Also fix random buildings not showing up when model shader was set to 0 and generic was enabled.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
Use two-pass rendering for some shaders to reduce the cost of expensive shaders.
Implement some material animations using a shader uniform.
Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
I did several optimizations, including reducing to a bare minimum
shader computations and producing the geometry as one tristrip with
degenerate triangles. The result was an increase from 14 fps to 51 fps
(NVidia 8600M, ufo, ksfo).
Author: Tim Moore <timoore@redhat.com>
Incorporated changes to effects file syntax. Changed Till's landmass
to mix in the base terrain texture. Some shader cleanup.
Also, add a GUI control for enabling shaders.