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Vulkan: Cleanup glsl left over helper comments
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- Submit this as a seperate commit, in case for tracking down some newly introduced artifact from the previous commit
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JKSunny committed Nov 1, 2023
1 parent 8c22f52 commit 5e71b2a
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Showing 2 changed files with 40 additions and 88 deletions.
64 changes: 20 additions & 44 deletions codemp/rd-vulkan/shaders/glsl/gen_vert.tmpl
Original file line number Diff line number Diff line change
Expand Up @@ -244,22 +244,6 @@ float CalculateDeformScale( in int func, in float time, in float phase, in float

vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )
{

//deformInfo[0]; deformInfo[0][0]; // base
//deformInfo[1]; deformInfo[0][1]; // amplitude
//deformInfo[2]; deformInfo[0][2]; // phase
//deformInfo[3]; deformInfo[0][3]; // frequency

//deformInfo[4]; deformInfo[1][0]; // vector 0
//deformInfo[5]; deformInfo[1][1]; // vector 1
//deformInfo[6]; deformInfo[1][2]; // vector 2
//deformInfo[7]; deformInfo[1][3]; // time

//deformInfo[8]; deformInfo[2][0]; // type
//deformInfo[9]; deformInfo[2][1]; // func
//deformInfo[10]; deformInfo[2][2]; // pad
//deformInfo[11]; deformInfo[2][3]; // pad

switch ( u_deform.type ) {
default:
{
Expand All @@ -268,29 +252,29 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )

case 3: // DEFORM_BULGE
{
float bulgeHeight = u_deform.amplitude; // deformInfo[0][1]; // amplitude
float bulgeWidth = u_deform.phase; // deformInfo[0][2]; // phase
float bulgeSpeed = u_deform.frequency; // deformInfo[0][3]; // frequency
float bulgeHeight = u_deform.amplitude;
float bulgeWidth = u_deform.phase;
float bulgeSpeed = u_deform.frequency;

float scale = CalculateDeformScale( 1, u_deform.time, bulgeWidth * st.x, bulgeSpeed ); // deformInfo[1][3]; time
float scale = CalculateDeformScale( 1, u_deform.time, bulgeWidth * st.x, bulgeSpeed );

return pos + normal * scale * bulgeHeight;
}

case 4: // DEFORM_BULGE_UNIFORM
{
float bulgeHeight = u_deform.amplitude; //deformInfo[0][1]; // amplitude
float bulgeHeight = u_deform.amplitude;

return pos + normal * bulgeHeight;
}

case 1: // DEFORM_WAVE
{
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude; // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
float spread = u_deform.vector.x; // deformInfo[1][0];
float base = u_deform.base;
float amplitude = u_deform.amplitude;
float phase = u_deform.phase;
float frequency = u_deform.frequency;
float spread = u_deform.vector.x;

float offset = dot( pos.xyz, vec3( spread ) );
float scale = CalculateDeformScale( u_deform.func, u_deform.time, phase + offset, frequency );
Expand All @@ -300,10 +284,10 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )

case 5: // DEFORM_MOVE
{
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude; // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
float base = u_deform.base;
float amplitude = u_deform.amplitude;
float phase = u_deform.phase;
float frequency = u_deform.frequency;
vec3 direction = u_deform.vector;

float scale = CalculateDeformScale( u_deform.func, u_deform.time, phase, frequency );
Expand All @@ -314,12 +298,12 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )
case 6: // DEFORM_PROJECTION_SHADOW
{
vec3 ground = vec3(
u_deform.base, // deformInfo[0][0],
u_deform.amplitude, // deformInfo[0][1],
u_deform.phase // deformInfo[0][2]
u_deform.base,
u_deform.amplitude,
u_deform.phase
);

float groundDist = u_deform.frequency; // deformInfo[0][3];
float groundDist = u_deform.frequency;
vec3 lightDir = u_deform.vector;

float d = 1.0 / dot( lightDir, ground );
Expand Down Expand Up @@ -350,16 +334,8 @@ vec3 DeformNormal( const in vec3 position, const in vec3 normal )
if ( u_deform.type != 2 ) // DEFORM_NORMALS
return normal;

/*
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
*/


float amplitude = u_deform.amplitude; // deformInfo[0][1];
float frequency = u_deform.frequency; // deformInfo[0][3];
float amplitude = u_deform.amplitude;
float frequency = u_deform.frequency;

vec3 outNormal = normal;
const float scale = 0.98;
Expand Down
64 changes: 20 additions & 44 deletions codemp/rd-vulkan/shaders/glsl/refraction.tmpl
Original file line number Diff line number Diff line change
Expand Up @@ -207,22 +207,6 @@ float CalculateDeformScale( in int func, in float time, in float phase, in float

vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )
{

//deformInfo[0]; deformInfo[0][0]; // base
//deformInfo[1]; deformInfo[0][1]; // amplitude
//deformInfo[2]; deformInfo[0][2]; // phase
//deformInfo[3]; deformInfo[0][3]; // frequency

//deformInfo[4]; deformInfo[1][0]; // vector 0
//deformInfo[5]; deformInfo[1][1]; // vector 1
//deformInfo[6]; deformInfo[1][2]; // vector 2
//deformInfo[7]; deformInfo[1][3]; // time

//deformInfo[8]; deformInfo[2][0]; // type
//deformInfo[9]; deformInfo[2][1]; // func
//deformInfo[10]; deformInfo[2][2]; // pad
//deformInfo[11]; deformInfo[2][3]; // pad

switch ( u_deform.type ) {
default:
{
Expand All @@ -231,29 +215,29 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )

case 3: // DEFORM_BULGE
{
float bulgeHeight = u_deform.amplitude; // deformInfo[0][1]; // amplitude
float bulgeWidth = u_deform.phase; // deformInfo[0][2]; // phase
float bulgeSpeed = u_deform.frequency; // deformInfo[0][3]; // frequency
float bulgeHeight = u_deform.amplitude;
float bulgeWidth = u_deform.phase;
float bulgeSpeed = u_deform.frequency;

float scale = CalculateDeformScale( 1, u_deform.time, bulgeWidth * st.x, bulgeSpeed ); // deformInfo[1][3]; time
float scale = CalculateDeformScale( 1, u_deform.time, bulgeWidth * st.x, bulgeSpeed );

return pos + normal * scale * bulgeHeight;
}

case 4: // DEFORM_BULGE_UNIFORM
{
float bulgeHeight = u_deform.amplitude; //deformInfo[0][1]; // amplitude
float bulgeHeight = u_deform.amplitude;

return pos + normal * bulgeHeight;
}

case 1: // DEFORM_WAVE
{
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude; // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
float spread = u_deform.vector.x; // deformInfo[1][0];
float base = u_deform.base;
float amplitude = u_deform.amplitude;
float phase = u_deform.phase;
float frequency = u_deform.frequency;
float spread = u_deform.vector.x;

float offset = dot( pos.xyz, vec3( spread ) );
float scale = CalculateDeformScale( u_deform.func, u_deform.time, phase + offset, frequency );
Expand All @@ -263,10 +247,10 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )

case 5: // DEFORM_MOVE
{
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude; // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
float base = u_deform.base;
float amplitude = u_deform.amplitude;
float phase = u_deform.phase;
float frequency = u_deform.frequency;
vec3 direction = u_deform.vector;

float scale = CalculateDeformScale( u_deform.func, u_deform.time, phase, frequency );
Expand All @@ -277,12 +261,12 @@ vec3 DeformPosition( const vec3 pos, const vec3 normal, const vec2 st )
case 6: // DEFORM_PROJECTION_SHADOW
{
vec3 ground = vec3(
u_deform.base, // deformInfo[0][0],
u_deform.amplitude, // deformInfo[0][1],
u_deform.phase // deformInfo[0][2]
u_deform.base,
u_deform.amplitude,
u_deform.phase
);

float groundDist = u_deform.frequency; // deformInfo[0][3];
float groundDist = u_deform.frequency;
vec3 lightDir = u_deform.vector;

float d = 1.0 / dot( lightDir, ground );
Expand Down Expand Up @@ -313,16 +297,8 @@ vec3 DeformNormal( const in vec3 position, const in vec3 normal )
if ( u_deform.type != 2 ) // DEFORM_NORMALS
return normal;

/*
float base = u_deform.base; // deformInfo[0][0];
float amplitude = u_deform.amplitude // deformInfo[0][1];
float phase = u_deform.phase; // deformInfo[0][2];
float frequency = u_deform.frequency; // deformInfo[0][3];
*/


float amplitude = u_deform.amplitude; // deformInfo[0][1];
float frequency = u_deform.frequency; // deformInfo[0][3];
float amplitude = u_deform.amplitude;
float frequency = u_deform.frequency;

vec3 outNormal = normal;
const float scale = 0.98;
Expand Down

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