From 9a21f9b9f75ea2dbc6ae8f20fb1ceb718eb1d5ec Mon Sep 17 00:00:00 2001 From: vladislavbelov Date: Tue, 20 Dec 2022 17:10:21 +0000 Subject: [PATCH] Removes USE_SPECULAR from terrain_common shader unused by materials added in rP11453. git-svn-id: https://svn.wildfiregames.com/public/ps/trunk@27288 3db68df2-c116-0410-a063-a993310a9797 --- .../data/mods/public/shaders/glsl/terrain_common.fs | 21 ++++++++------------- .../data/mods/public/shaders/glsl/terrain_common.h | 12 +++--------- .../data/mods/public/shaders/glsl/terrain_common.vs | 12 +++++------- 3 files changed, 16 insertions(+), 29 deletions(-) diff --git a/binaries/data/mods/public/shaders/glsl/terrain_common.fs b/binaries/data/mods/public/shaders/glsl/terrain_common.fs index baad4e4399..e2cab3b40a 100644 --- a/binaries/data/mods/public/shaders/glsl/terrain_common.fs +++ b/binaries/data/mods/public/shaders/glsl/terrain_common.fs @@ -83,7 +83,7 @@ void main() vec3 texdiffuse = tex.rgb; - #if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP + #if USE_SPECULAR_MAP || USE_NORMAL_MAP vec3 normal = v_normal; #endif @@ -103,22 +103,17 @@ void main() #endif vec4 specular = vec4(0.0); - #if USE_SPECULAR || USE_SPECULAR_MAP + #if USE_SPECULAR_MAP vec3 specCol; float specPow; - #if USE_SPECULAR_MAP - #if USE_TRIPLANAR - vec4 s = triplanar(GET_DRAW_TEXTURE_2D(specTex), v_tex); - #else - vec4 s = SAMPLE_2D(GET_DRAW_TEXTURE_2D(specTex), v_tex); - #endif - specCol = s.rgb; - specular.a = s.a; - specPow = effectSettings.y; + #if USE_TRIPLANAR + vec4 s = triplanar(GET_DRAW_TEXTURE_2D(specTex), v_tex); #else - specCol = specularColor; - specPow = specularPower; + vec4 s = SAMPLE_2D(GET_DRAW_TEXTURE_2D(specTex), v_tex); #endif + specCol = s.rgb; + specular.a = s.a; + specPow = effectSettings.y; specular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow); #endif diff --git a/binaries/data/mods/public/shaders/glsl/terrain_common.h b/binaries/data/mods/public/shaders/glsl/terrain_common.h index a8775de790..8000c6268f 100644 --- a/binaries/data/mods/public/shaders/glsl/terrain_common.h +++ b/binaries/data/mods/public/shaders/glsl/terrain_common.h @@ -17,11 +17,7 @@ END_DRAW_TEXTURES BEGIN_DRAW_UNIFORMS UNIFORM(vec3, shadingColor) UNIFORM(vec2, textureTransform) -#if USE_SPECULAR - UNIFORM(float, specularPower) - UNIFORM(vec3, specularColor) -#endif -#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_AO +#if USE_NORMAL_MAP || USE_SPECULAR_MAP UNIFORM(vec4, effectSettings) #endif END_DRAW_UNIFORMS @@ -40,7 +36,7 @@ BEGIN_MATERIAL_UNIFORMS #endif END_MATERIAL_UNIFORMS -#if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP || USE_TRIPLANAR +#if USE_SPECULAR_MAP || USE_NORMAL_MAP || USE_TRIPLANAR VERTEX_OUTPUT(0, vec3, v_normal); #endif VERTEX_OUTPUT(1, vec3, v_lighting); @@ -52,15 +48,13 @@ VERTEX_OUTPUT(3, vec3, v_tex); #else VERTEX_OUTPUT(3, vec2, v_tex); #endif -#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP #if USE_NORMAL_MAP VERTEX_OUTPUT(4, vec4, v_tangent); VERTEX_OUTPUT(5, vec3, v_bitangent); #endif -#if USE_SPECULAR || USE_SPECULAR_MAP +#if USE_SPECULAR_MAP VERTEX_OUTPUT(6, vec3, v_half); #endif -#endif #if !IGNORE_LOS VERTEX_OUTPUT(7, vec2, v_los); #endif diff --git a/binaries/data/mods/public/shaders/glsl/terrain_common.vs b/binaries/data/mods/public/shaders/glsl/terrain_common.vs index c5b4f79f16..579f323c0e 100644 --- a/binaries/data/mods/public/shaders/glsl/terrain_common.vs +++ b/binaries/data/mods/public/shaders/glsl/terrain_common.vs @@ -51,11 +51,11 @@ void main() #endif calculatePositionInShadowSpace(vec4(a_vertex, 1.0)); -#if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP || USE_TRIPLANAR +#if USE_SPECULAR_MAP || USE_NORMAL_MAP || USE_TRIPLANAR v_normal = a_normal; #endif - #if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_TRIPLANAR + #if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_TRIPLANAR #if USE_NORMAL_MAP vec3 t = vec3(1.0, 0.0, 0.0); t = normalize(t - v_normal * dot(v_normal, t)); @@ -63,12 +63,10 @@ void main() v_bitangent = cross(v_normal, t); #endif - #if USE_SPECULAR || USE_SPECULAR_MAP + #if USE_SPECULAR_MAP vec3 eyeVec = cameraPos.xyz - position.xyz; - #if USE_SPECULAR || USE_SPECULAR_MAP - vec3 sunVec = -sunDir; - v_half = normalize(sunVec + normalize(eyeVec)); - #endif + vec3 sunVec = -sunDir; + v_half = normalize(sunVec + normalize(eyeVec)); #endif #endif -- 2.11.4.GIT