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Shaders: optimize for a single material also in MesVisualizer vert/geom.

pull/601/head
Vladimír Vondruš 3 years ago
parent
commit
3385fcccb2
  1. 4
      src/Magnum/Shaders/MeshVisualizer.geom
  2. 4
      src/Magnum/Shaders/MeshVisualizer.vert

4
src/Magnum/Shaders/MeshVisualizer.geom

@ -292,7 +292,11 @@ void main() {
#define drawId drawOffset #define drawId drawOffset
#endif #endif
#if MATERIAL_COUNT > 1
mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
#else
#define materialId 0u
#endif
#if (defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)) && (defined(WIREFRAME_RENDERING) || defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) #if (defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)) && (defined(WIREFRAME_RENDERING) || defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID))
lowp const vec4 color = materials[materialId].color; lowp const vec4 color = materials[materialId].color;
lowp const vec4 wireframeColor = materials[materialId].wireframeColor; lowp const vec4 wireframeColor = materials[materialId].wireframeColor;

4
src/Magnum/Shaders/MeshVisualizer.vert

@ -516,7 +516,11 @@ void main() {
#if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #if defined(TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(NORMAL_DIRECTION)
mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix); mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix);
#endif #endif
#if MATERIAL_COUNT > 1
mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu; mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
#else
#define materialId 0u
#endif
lowp float colorMapOffset = materials[materialId].material_colorMapOffset; lowp float colorMapOffset = materials[materialId].material_colorMapOffset;
lowp float colorMapScale = materials[materialId].material_colorMapScale; lowp float colorMapScale = materials[materialId].material_colorMapScale;
#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION) #if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)

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