diff --git a/binaries/data/mods/public/shaders/arb/terrain_common.fp b/binaries/data/mods/public/shaders/arb/terrain_common.fp index ffb67f91d1..571ea6dca7 100644 --- a/binaries/data/mods/public/shaders/arb/terrain_common.fp +++ b/binaries/data/mods/public/shaders/arb/terrain_common.fp @@ -1,25 +1,15 @@ !!ARBfp1.0 -#ifdef USE_FP_SHADOW +#if USE_FP_SHADOW OPTION ARB_fragment_program_shadow; #endif -#ifdef LIGHTING_MODEL_old - #define CLAMP_LIGHTING -#endif - -#ifdef CLAMP_LIGHTING // for compat with old scenarios that expect clamped lighting - #define MAD_MAYBE_SAT MAD_SAT -#else - #define MAD_MAYBE_SAT MAD -#endif - PARAM ambient = program.local[0]; -#ifdef DECAL +#if DECAL PARAM shadingColor = program.local[1]; #endif -#ifdef USE_SHADOW_PCF +#if USE_SHADOW_PCF PARAM shadowOffsets1 = program.local[2]; PARAM shadowOffsets2 = program.local[3]; TEMP offset; @@ -30,7 +20,7 @@ TEMP temp; TEMP diffuse; TEMP color; -#ifdef BLEND +#if BLEND // Use alpha from blend texture // TODO: maybe we should invert the texture instead of doing SUB here? TEX tex.a, fragment.texcoord[1], texture[1], 2D; @@ -40,16 +30,16 @@ TEMP color; // Load diffuse colour TEX color, fragment.texcoord[0], texture[0], 2D; -#ifdef DECAL +#if DECAL // Use alpha from main texture MOV result.color.a, color; #endif // Compute color = texture * (ambient + diffuse*shadow) // (diffuse is 2*fragment.color due to clamp-avoidance in the vertex program) -#ifdef USE_SHADOW - #ifdef USE_FP_SHADOW - #ifdef USE_SHADOW_PCF +#if USE_SHADOW + #if USE_FP_SHADOW + #if USE_SHADOW_PCF MOV offset.zw, fragment.texcoord[2]; ADD offset.xy, fragment.texcoord[2], shadowOffsets1; TEX temp.x, offset, texture[2], SHADOW2D; @@ -68,16 +58,11 @@ TEX color, fragment.texcoord[0], texture[0], 2D; MOV_SAT temp.z, fragment.texcoord[2].z; SGE temp, tex.x, temp.z; #endif - #ifdef CLAMP_LIGHTING - MAD_SAT diffuse.rgb, fragment.color, 2.0, ambient; - LRP temp.rgb, temp, diffuse, ambient; - #else - MUL diffuse.rgb, fragment.color, 2.0; - MAD temp.rgb, diffuse, temp, ambient; - #endif + MUL diffuse.rgb, fragment.color, 2.0; + MAD temp.rgb, diffuse, temp, ambient; MUL color.rgb, color, temp; #else - MAD_MAYBE_SAT temp.rgb, fragment.color, 2.0, ambient; + MAD temp.rgb, fragment.color, 2.0, ambient; MUL color.rgb, color, temp; #endif @@ -85,7 +70,7 @@ TEX color, fragment.texcoord[0], texture[0], 2D; TEX tex.a, fragment.texcoord[3], texture[3], 2D; MUL color.rgb, color, tex.a; -#ifdef DECAL +#if DECAL MUL result.color.rgb, color, shadingColor; #else MOV result.color.rgb, color; diff --git a/binaries/data/mods/public/shaders/arb/terrain_common.vp b/binaries/data/mods/public/shaders/arb/terrain_common.vp index f2a1b69a67..c352bb6f3c 100644 --- a/binaries/data/mods/public/shaders/arb/terrain_common.vp +++ b/binaries/data/mods/public/shaders/arb/terrain_common.vp @@ -25,7 +25,7 @@ MUL result.color, lighting, sunColor; //// Texture coordinates: -#ifdef DECAL +#if DECAL MOV result.texcoord[0], vertex.texcoord[0]; #else // Compute texcoords from position and terrain-texture-dependent transform. @@ -37,11 +37,11 @@ MUL result.color, lighting, sunColor; MOV result.texcoord[0].w, 1; #endif -#ifdef BLEND +#if BLEND MOV result.texcoord[1], vertex.texcoord[1]; #endif -#ifdef USE_SHADOW +#if USE_SHADOW DP4 result.texcoord[2].x, shadowTransform[0], position; DP4 result.texcoord[2].y, shadowTransform[1], position; DP4 result.texcoord[2].z, shadowTransform[2], position;