Vertex shaders optimization

This commit is contained in:
raysan5 2016-01-13 17:13:28 +01:00
parent bb49102a4b
commit fb6ef2c2f4
41 changed files with 86 additions and 92 deletions

View file

@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View file

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

View file

@ -6,7 +6,7 @@ in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);

View file

@ -6,8 +6,8 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader

View file

@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragTintColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View file

@ -2,11 +2,11 @@
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));

View file

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables