CVS: data/Shaders landmass.frag, 1.5, 1.6 urban.frag, 1.5, 1.6
Frederic Bouvier <[email protected]>
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/data/Shaders
In directory baron.flightgear.org:/tmp/cvs-serv4637
Modified Files:
landmass.frag urban.frag
Log Message:
Disable self shadowing for now to gain some fps on older GPU. Should be configurable in the future
Index: landmass.frag
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/landmass.frag,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -r1.5 -r1.6
--- landmass.frag 28 Mar 2010 17:00:21 -0000 1.5
+++ landmass.frag 1 Apr 2010 20:59:17 -0000 1.6
@@ -18,7 +18,7 @@
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
- const int linear_search_steps = 20;
+ const int linear_search_steps = 10;
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
@@ -97,18 +97,18 @@
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
-
+ float shadow_factor = 1.0;
+/*
// Shadow
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(NormalTex, dp, ds);
- float shadow_factor = 1.0;
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
// end shadow
-
+*/
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
c1 *= ambient_light;
Index: urban.frag
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -r1.5 -r1.6
--- urban.frag 28 Mar 2010 17:23:06 -0000 1.5
+++ urban.frag 1 Apr 2010 20:59:17 -0000 1.6
@@ -24,7 +24,7 @@
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
- const int linear_search_steps = 20;
+ const int linear_search_steps = 10;
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
@@ -76,18 +76,18 @@
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
-
+ float shadow_factor = 1.0;
+/*
// Shadow
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(NormalTex, dp, ds);
- float shadow_factor = 1.0;
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
// end shadow
-
+*/
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
if ( shadow_factor < 1.0 )
------------------------------------------------------------------------------
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