Use a fragment shader as well as a vertex shader for the skinned meshes.
I tracked the ATI slowdown down to using a vertex shader in combination with fixed function fog. Also cleaned up ShaderConfig a little. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -0,0 +1,56 @@
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//
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// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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/** The diffuse texture map. */
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uniform sampler2D diffuseMap;
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/** The emissive texture map. */
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#ifdef EMISSIVE_MAPPED
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uniform sampler2D emissiveMap;
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#endif
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/** The amount of fog. */
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#ifdef FOG
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varying float fogAlpha;
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#endif
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/**
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* Fragment shader for skinned meshes.
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*/
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void main ()
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{
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// start with the diffuse color
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vec4 fragColor = texture2D(diffuseMap, gl_TexCoord[0].st);
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// modulate by the light color
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#ifdef EMISSIVE_MAPPED
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fragColor *= (gl_Color + vec4(texture2D(emissiveMap, gl_TexCoord[0].st).rgb, 0.0));
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#else
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fragColor *= gl_Color;
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#endif
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// blend between the computed color and the fog color
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#ifdef FOG
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gl_FragColor = mix(gl_Fog.color, fragColor, fogAlpha);
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#else
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gl_FragColor = fragColor;
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#endif
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}
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@@ -38,6 +38,11 @@ attribute ATTRIB_TYPE boneIndices;
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/** The bone weights. */
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attribute ATTRIB_TYPE boneWeights;
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/** The amount of fog. */
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#ifdef FOG
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varying float fogAlpha;
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#endif
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/**
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* Vertex shader for skinned meshes.
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*/
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@@ -65,12 +70,12 @@ void main ()
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vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
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vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
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// eye space 'z' is the standard fog coordinate
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gl_FogFragCoord = -eyeVertex.z;
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// set gl_FrontColor based on vertex, normal and light parameters
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SET_FRONT_COLOR
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// set the varying texture coordinates
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SET_TEX_COORDS
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// set the fog alpha based on the eye space vertex
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SET_FOG_ALPHA
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}
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