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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +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 +6,7 @@ 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
@ -21,8 +20,8 @@ void main()
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +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

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
fragColor = texelColor*tintColor;
fragColor = texelColor*fragTintColor;
}

View file

@ -6,8 +6,7 @@ attribute vec3 vertexNormal;
varying vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -17,5 +16,5 @@ 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 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -4,7 +4,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,16 +5,16 @@ precision mediump float;
varying vec2 fragTexCoord;
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));
gl_FragColor = vec4(gray, gray, gray, tintColor.a);
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
}

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
gl_FragColor = texelColor*tintColor;
gl_FragColor = texelColor*fragTintColor;
}