74 lines
2.2 KiB
Java
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";
|
|
}
|