mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-09 10:04:05 +09:00
improved cloud draw perf
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -16,5 +16,6 @@ const vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
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vec4 colorTex1 = texture(tex1, v_texCoords); // lightmap (A) pre-mixed
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fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + (colorTex0 * boolean.xxxy);
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// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + (colorTex0 * boolean.xxxy);
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fragColor = fma(max(colorTex0, colorTex1), boolean.yyyx, colorTex0 * boolean.xxxy);
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}
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -150,7 +150,10 @@ void main(void) {
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); // c = c0..c1
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fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
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// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
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fragColor = fma(max(colorTex0, colorTex1), boolean.yyyx, boolean.xxxy);
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// fragColor = colorTex1;
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// fragColor = randomness * boolean.yyyx + boolean.xxxy;
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// fragColor = (randomness.rrrr + (colorTex1 * vec4(2.0, -2.0, 2.0, 1.0))) * boolean.yyyx + boolean.xxxy;
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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#define LOWP lowp
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@@ -7,7 +7,7 @@ precision mediump float;
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#define LOWP
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#endif
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in LOWP vec4 v_color;
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in LOWP vec4 v_color; // lightCol.rgb + cloud's alpha
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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@@ -16,10 +16,15 @@ const vec2 boolean = vec2(0.0, 1.0);
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uniform vec2 gamma = vec2(10, 2.0); // vec2(gamma for RGB, gamma for A)
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uniform LOWP vec4 shadeCol;
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void main() {
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// r: bw diffuse map, g: normal, b: normal, a: bw diffuse alpha
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vec4 inCol = texture(u_texture, v_texCoords);
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vec4 rawCol = pow(inCol, gamma.xxxy);
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vec4 outCol = pow(inCol, gamma.xxxy);
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// do gradient mapping here
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vec4 outCol = fma(mix(shadeCol, v_color, rawCol.r), boolean.yyyx, rawCol * boolean.xxxy);
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fragColor = outCol * v_color;
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fragColor = outCol * fma(v_color, boolean.xxxy, boolean.yyyx);
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}
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -41,7 +41,8 @@ vec4 getDitherredDot(vec4 inColor) {
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void main(void) {
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float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
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float parallaxAdder = 0.5 * (parallax + 1.0) * parallax_size;
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float scale = fma(v_texCoords.y, 1.0 - parallax_size, parallaxAdder);
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float zoomSamplePoint = (1.0 - zoomInv) / 2.0;// will never quite exceed 0.5
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@@ -1,4 +1,4 @@
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#version 150
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#version 400
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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@@ -11,5 +11,6 @@ void main(void) {
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vec4 incolour = texture(u_texture, v_texCoords);
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float lum = dot(incolour * desaturate, boolean.yyyx) * 0.5 + 0.5;
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fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
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// fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
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fragColor = v_color * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
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}
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@@ -3,7 +3,7 @@
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -79,7 +79,7 @@ void main(void) {
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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vec4 selvec = getDitherredDot(graded);
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vec4 outcol = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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vec4 outcol = fma(selvec, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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fragColor = outcol;
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// ivec4 bytes = ivec4(255.0 * outcol);
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@@ -3,7 +3,7 @@
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -60,5 +60,5 @@ void main(void) {
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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fragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
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fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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}
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@@ -2,7 +2,7 @@
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -107,7 +107,7 @@ void main() {
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vec4 finalBreakage = drawBreakage * texture(tilesAtlas, finalUVCoordForBreakage); // drawBreakeage = 0 to not draw, = 1 to draw
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vec4 finalColor =mix(finalTile, finalBreakage, finalBreakage.a) * bc.xxxy + (finalTile * bc.yyyx);
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vec4 finalColor = fma(mix(finalTile, finalBreakage, finalBreakage.a), bc.xxxy, finalTile * bc.yyyx);
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fragColor = mix(colourFilter, colourFilter * finalColor, mulBlendIntensity);
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@@ -2,7 +2,7 @@
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*/
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#version 150
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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@@ -121,5 +121,5 @@ void main() {
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vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
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float bayerThreshold = float(bayer[int(entry.y) * int(bayerSize) + int(entry.x)]) / bayerDivider;
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fragColor = undithered * bc.xxxy + vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx;
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fragColor = fma(undithered, bc.xxxy, vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx);
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}
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