Removed unneeded branching from shaders
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0e2fba6d6f
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@ -64,15 +64,11 @@ void main()
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = 0.0;
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intensity.y = 0.0;
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if (NdotL > 0.0)
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{
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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}
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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if (NdotL > 0.0)
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute deltas for out of print volume detection (world coordinates)
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// compute deltas for out of print volume detection (world coordinates)
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@ -34,16 +34,12 @@ void main()
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = 0.0;
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intensity.y = 0.0;
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if (NdotL > 0.0)
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{
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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}
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// Perform the same lighting calculation for the 2nd light source (no specular)
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// Perform the same lighting calculation for the 2nd light source (no specular)
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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if (NdotL > 0.0)
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Scaled to widths of the Z texture.
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// Scaled to widths of the Z texture.
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