From 4fb9a20c375b25860c3a314235f12f3e8d87f63e Mon Sep 17 00:00:00 2001 From: Vladislav Belov Date: Mon, 9 Dec 2024 22:47:14 +0100 Subject: [PATCH] Removes the old code from the model_* shaders. --- .../mods/public/shaders/glsl/model_common.fs | 8 ++--- .../mods/public/shaders/glsl/model_common.h | 14 ++------ .../mods/public/shaders/glsl/model_common.vs | 32 +++---------------- .../mods/public/shaders/glsl/model_common.xml | 4 +-- .../mods/public/shaders/glsl/model_solid.xml | 4 +-- .../shaders/glsl/model_solid_player.xml | 4 +-- .../public/shaders/glsl/model_solid_tex.xml | 4 +-- 7 files changed, 15 insertions(+), 55 deletions(-) diff --git a/binaries/data/mods/public/shaders/glsl/model_common.fs b/binaries/data/mods/public/shaders/glsl/model_common.fs index 5096f0816f..3157fa4834 100644 --- a/binaries/data/mods/public/shaders/glsl/model_common.fs +++ b/binaries/data/mods/public/shaders/glsl/model_common.fs @@ -13,12 +13,12 @@ void main() { vec2 coord = v_tex; - #if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_PARALLAX || USE_NORMAL_MAP) + #if USE_INSTANCING && (USE_PARALLAX || USE_NORMAL_MAP) vec3 bitangent = vec3(v_normal.w, v_tangent.w, v_lighting.w); mat3 tbn = mat3(v_tangent.xyz, bitangent, v_normal.xyz); #endif - #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX + #if USE_INSTANCING && USE_PARALLAX { float h = SAMPLE_2D(GET_DRAW_TEXTURE_2D(normTex), coord).a; @@ -82,7 +82,7 @@ void main() vec3 normal = normalize(v_normal.xyz); #endif - #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_NORMAL_MAP + #if USE_INSTANCING && USE_NORMAL_MAP normal = calculateNormal(normal, SAMPLE_2D(GET_DRAW_TEXTURE_2D(normTex), coord).rgb, tbn, effectSettings.x); vec3 sundiffuse = max(dot(-sunDir, normal), 0.0) * sunColor; #else @@ -99,7 +99,7 @@ void main() emissionWeight = s.a; #endif - #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO + #if USE_INSTANCING && USE_AO float ao = SAMPLE_2D(GET_DRAW_TEXTURE_2D(aoTex), v_tex2).r; #else float ao = 1.0; diff --git a/binaries/data/mods/public/shaders/glsl/model_common.h b/binaries/data/mods/public/shaders/glsl/model_common.h index 39218987ef..8f083a45ec 100644 --- a/binaries/data/mods/public/shaders/glsl/model_common.h +++ b/binaries/data/mods/public/shaders/glsl/model_common.h @@ -1,11 +1,6 @@ #include "common/shadows.h" #include "common/stage.h" -#if USE_GPU_SKINNING -const int MAX_INFLUENCES = 4; -const int MAX_BONES = 64; -#endif - BEGIN_DRAW_TEXTURES TEXTURE_2D(0, baseTex) TEXTURE_2D(1, aoTex) @@ -48,26 +43,23 @@ BEGIN_MATERIAL_UNIFORMS #if USE_SHADOW SHADOWS_UNIFORMS #endif -#if USE_GPU_SKINNING - UNIFORM(mat4, skinBlendMatrices[MAX_BONES]); -#endif END_MATERIAL_UNIFORMS VERTEX_OUTPUT(0, vec4, v_lighting); VERTEX_OUTPUT(1, vec2, v_tex); -#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO +#if USE_INSTANCING && USE_AO VERTEX_OUTPUT(2, vec2, v_tex2); #endif #if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX VERTEX_OUTPUT(3, vec4, v_normal); -#if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX) +#if USE_INSTANCING && (USE_NORMAL_MAP || USE_PARALLAX) VERTEX_OUTPUT(4, vec4, v_tangent); //VERTEX_OUTPUT(5, vec3, v_bitangent); #endif #if USE_SPECULAR_MAP VERTEX_OUTPUT(6, vec3, v_half); #endif -#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX +#if USE_INSTANCING && USE_PARALLAX VERTEX_OUTPUT(7, vec3, v_eyeVec); #endif #endif diff --git a/binaries/data/mods/public/shaders/glsl/model_common.vs b/binaries/data/mods/public/shaders/glsl/model_common.vs index 878dbb5531..69695a893b 100644 --- a/binaries/data/mods/public/shaders/glsl/model_common.vs +++ b/binaries/data/mods/public/shaders/glsl/model_common.vs @@ -8,17 +8,13 @@ VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex); VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal); -#if (USE_INSTANCING || USE_GPU_SKINNING) +#if USE_INSTANCING VERTEX_INPUT_ATTRIBUTE(2, vec4, a_tangent); #endif VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv0); #if USE_AO VERTEX_INPUT_ATTRIBUTE(4, vec2, a_uv1); #endif -#if USE_GPU_SKINNING -VERTEX_INPUT_ATTRIBUTE(5, vec4, a_skinJoints); -VERTEX_INPUT_ATTRIBUTE(6, vec4, a_skinWeights); -#endif vec4 fakeCos(vec4 x) { @@ -28,24 +24,6 @@ vec4 fakeCos(vec4 x) void main() { - #if USE_GPU_SKINNING - vec3 p = vec3(0.0); - vec3 n = vec3(0.0); - for (int i = 0; i < MAX_INFLUENCES; ++i) { - int joint = int(a_skinJoints[i]); - if (joint != 0xff) { - mat4 m = skinBlendMatrices[joint]; - p += vec3(m * vec4(a_vertex, 1.0)) * a_skinWeights[i]; - n += vec3(m * vec4(a_normal, 0.0)) * a_skinWeights[i]; - } - } - vec4 position = instancingTransform * vec4(p, 1.0); - mat3 normalMatrix = mat3(instancingTransform[0].xyz, instancingTransform[1].xyz, instancingTransform[2].xyz); - vec3 normal = normalMatrix * normalize(n); - #if (USE_NORMAL_MAP || USE_PARALLAX) - vec3 tangent = normalMatrix * a_tangent.xyz; - #endif - #else #if (USE_INSTANCING) vec4 position = instancingTransform * vec4(a_vertex, 1.0); mat3 normalMatrix = mat3(instancingTransform[0].xyz, instancingTransform[1].xyz, instancingTransform[2].xyz); @@ -57,8 +35,6 @@ void main() vec4 position = vec4(a_vertex, 1.0); vec3 normal = a_normal; #endif - #endif - #if USE_WIND vec2 wind = windData.xy; @@ -99,7 +75,7 @@ void main() #if USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX v_normal.xyz = normal; - #if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX) + #if USE_INSTANCING && (USE_NORMAL_MAP || USE_PARALLAX) v_tangent.xyz = tangent; vec3 bitangent = cross(v_normal.xyz, v_tangent.xyz) * a_tangent.w; v_normal.w = bitangent.x; @@ -113,7 +89,7 @@ void main() vec3 sunVec = -sunDir; v_half = normalize(sunVec + normalize(eyeVec)); #endif - #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_PARALLAX + #if USE_INSTANCING && USE_PARALLAX v_eyeVec = eyeVec; #endif #endif @@ -123,7 +99,7 @@ void main() v_tex = a_uv0; - #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO + #if USE_INSTANCING && USE_AO v_tex2 = a_uv1; #endif diff --git a/binaries/data/mods/public/shaders/glsl/model_common.xml b/binaries/data/mods/public/shaders/glsl/model_common.xml index 17ababd31a..67bf433029 100644 --- a/binaries/data/mods/public/shaders/glsl/model_common.xml +++ b/binaries/data/mods/public/shaders/glsl/model_common.xml @@ -6,9 +6,7 @@ - - - + diff --git a/binaries/data/mods/public/shaders/glsl/model_solid.xml b/binaries/data/mods/public/shaders/glsl/model_solid.xml index 8c7c4697e5..9923cb49e1 100644 --- a/binaries/data/mods/public/shaders/glsl/model_solid.xml +++ b/binaries/data/mods/public/shaders/glsl/model_solid.xml @@ -6,9 +6,7 @@ - - - + diff --git a/binaries/data/mods/public/shaders/glsl/model_solid_player.xml b/binaries/data/mods/public/shaders/glsl/model_solid_player.xml index d80430aac7..990da856e8 100644 --- a/binaries/data/mods/public/shaders/glsl/model_solid_player.xml +++ b/binaries/data/mods/public/shaders/glsl/model_solid_player.xml @@ -7,9 +7,7 @@ - - - + diff --git a/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml b/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml index b56a92a446..cc5a8a0ad0 100644 --- a/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml +++ b/binaries/data/mods/public/shaders/glsl/model_solid_tex.xml @@ -6,9 +6,7 @@ - - - +