Remove pointless optimization

This commit is contained in:
schmelczerandras 2020-10-18 15:43:29 +02:00
parent 184d1a1e39
commit 7b483c197c
4 changed files with 8 additions and 74 deletions

View file

@ -39,7 +39,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
#endif
#endif
@ -49,7 +48,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform float flashlightIntensities[FLASHLIGHT_COUNT];
uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(
@ -79,7 +77,7 @@ void main() {
lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
);
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2;
lighting += lightColorAtPosition * shadowTransparency(
startingDistance,
lightCenterDistance,
@ -94,7 +92,7 @@ void main() {
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
vec2 originalDirection = normalize(flashlightActualDirections[i]);
vec2 originalDirection = normalize(flashlightCenters[i] - position);
float lightCenterDistance = distance(flashlightCenters[i], position);

View file

@ -40,8 +40,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
in vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
vec3 colorInPosition(int lightIndex, out float lightCenterDistance) {
lightCenterDistance = distance(circleLightCenters[lightIndex], position);
return circleLightColors[lightIndex] / pow(
@ -59,8 +57,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
uniform float flashlightStartCutoffs[FLASHLIGHT_COUNT];
in vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(
0.0,
@ -95,7 +91,7 @@ void main() {
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2;
lighting += lightColorAtPosition * shadowTransparency(
startingDistance,
lightCenterDistance,
@ -110,7 +106,7 @@ void main() {
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
vec2 originalDirection = normalize(flashlightActualDirections[i]);
vec2 originalDirection = normalize(flashlightCenters[i] - position);
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(

View file

@ -5,27 +5,13 @@ precision lowp float;
{macroDefinitions}
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
attribute vec4 vertexPosition;
varying vec2 position;
varying vec2 uvCoordinates;
uniform vec2 squareToAspectRatio;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
#endif
#endif
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
@ -36,20 +22,4 @@ void main() {
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
circleLightDirections[i] = circleLightCenters[i] - position;
}
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
flashlightActualDirections[i] = flashlightCenters[i] - position;
}
#endif
#endif
}

View file

@ -5,27 +5,13 @@ precision lowp float;
{macroDefinitions}
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
out vec2 uvCoordinates;
uniform vec2 squareToAspectRatio;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
out vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
#endif
#endif
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
@ -36,20 +22,4 @@ void main() {
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
circleLightDirections[i] = circleLightCenters[i] - position;
}
#endif
#endif
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
flashlightActualDirections[i] = flashlightCenters[i] - position;
}
#endif
#endif
}