Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/noosa/NoosaScriptNoLighting.java
T
2022-02-03 12:18:16 -05:00

74 lines
2.2 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.watabou.glscripts.Script;
//This class should be used on heavy pixel-fill based loads when lighting is not needed.
// It skips the lighting component of the fragment shader, giving a significant performance boost
//Remember that switching programs is expensive
// if this script is to be used many times try to block them together
public class NoosaScriptNoLighting extends NoosaScript {
@Override
public void lighting(float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa) {
//Does nothing
}
public static NoosaScriptNoLighting get(){
return Script.use( NoosaScriptNoLighting.class );
}
@Override
protected String shader() {
return SHADER;
}
private static final String SHADER =
//vertex shader
"uniform mat4 uCamera;\n" +
"uniform mat4 uModel;\n" +
"attribute vec4 aXYZW;\n" +
"attribute vec2 aUV;\n" +
"varying vec2 vUV;\n" +
"void main() {\n" +
" gl_Position = uCamera * uModel * aXYZW;\n" +
" vUV = aUV;\n" +
"}\n" +
//this symbol separates the vertex and fragment shaders (see Script.compile)
"//\n" +
//fragment shader
//preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere
"#ifdef GL_ES\n" +
" precision mediump float;\n" +
"#endif\n" +
"varying vec2 vUV;\n" +
"uniform sampler2D uTex;\n" +
"void main() {\n" +
" gl_FragColor = texture2D( uTex, vUV );\n" +
"}\n";
}