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Remove some conditionals in high water shader
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past-due committed Sep 10, 2023
1 parent 2380690 commit 40e700b
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Showing 2 changed files with 15 additions and 18 deletions.
16 changes: 7 additions & 9 deletions data/base/shaders/terrain_water_high.frag
Original file line number Diff line number Diff line change
Expand Up @@ -56,15 +56,13 @@ vec4 main_bumpMapping()

vec3 N1 = texture2DArray(tex_nm, vec3(uv2, 0.f), WZ_MIP_LOAD_BIAS).xzy; // y is up in modelSpace
vec3 N2 = texture2DArray(tex_nm, vec3(uv1, 1.f), WZ_MIP_LOAD_BIAS).xzy;
vec3 N; //use overlay blending to mix normal maps properly
N.x = N1.x < 0.5 ? (2.0 * N1.x * N2.x) : (1.0 - 2.0 * (1.0 - N1.x) * (1.0 - N2.x));
N.z = N1.z < 0.5 ? (2.0 * N1.z * N2.z) : (1.0 - 2.0 * (1.0 - N1.z) * (1.0 - N2.z));
N.y = N1.y < 0.5 ? (2.0 * N1.y * N2.y) : (1.0 - 2.0 * (1.0 - N1.y) * (1.0 - N2.y));
if (N == vec3(0.0,0.0,0.0)) {
N = vec3(0.0,1.0,0.0);
} else {
N = normalize(N * 2.0 - 1.0);
}
//use overlay blending to mix normal maps properly
bvec3 computedN_select = lessThan(N1, vec3(0.5));
vec3 computedN_multiply = 2.f * N1 * N2;
vec3 computedN_screen = vec3(1.f) - 2.f * (vec3(1.f) - N1) * (vec3(1.f) - N2);
vec3 N = mix(computedN_multiply, computedN_screen, vec3(computedN_select));

N = mix(vec3(0.f,1.f,0.f), normalize(N * 2.f - 1.f), vec3(float(N == vec3(0.f,0.f,0.f))));

float lambertTerm = max(dot(N, lightDir), 0.0); // diffuse lighting

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17 changes: 8 additions & 9 deletions data/base/shaders/vk/terrain_water_high.frag
Original file line number Diff line number Diff line change
Expand Up @@ -46,15 +46,14 @@ vec4 main_bumpMapping()

vec3 N1 = texture(tex_nm, vec3(uv2, 0.f), WZ_MIP_LOAD_BIAS).xzy; // y is up in modelSpace
vec3 N2 = texture(tex_nm, vec3(uv1, 1.f), WZ_MIP_LOAD_BIAS).xzy;
vec3 N; //use overlay blending to mix normal maps properly
N.x = N1.x < 0.5 ? (2.0 * N1.x * N2.x) : (1.0 - 2.0 * (1.0 - N1.x) * (1.0 - N2.x));
N.z = N1.z < 0.5 ? (2.0 * N1.z * N2.z) : (1.0 - 2.0 * (1.0 - N1.z) * (1.0 - N2.z));
N.y = N1.y < 0.5 ? (2.0 * N1.y * N2.y) : (1.0 - 2.0 * (1.0 - N1.y) * (1.0 - N2.y));
if (N == vec3(0.0,0.0,0.0)) {
N = vec3(0.0,1.0,0.0);
} else {
N = normalize(N * 2.0 - 1.0);
}
//use overlay blending to mix normal maps properly
bvec3 computedN_select = lessThan(N1, vec3(0.5));
vec3 computedN_multiply = 2.f * N1 * N2;
vec3 computedN_screen = vec3(1.f) - 2.f * (vec3(1.f) - N1) * (vec3(1.f) - N2);
vec3 N = mix(computedN_multiply, computedN_screen, vec3(computedN_select));

N = mix(vec3(0.f,1.f,0.f), normalize(N * 2.f - 1.f), vec3(float(N == vec3(0.f,0.f,0.f))));

float lambertTerm = max(dot(N, lightDir), 0.0); // diffuse lighting

// Gaussian specular term computation
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