+ shaders_header += "#define MATERIAL_TYPE ";
+ shaders_header += itos(material_type);
+ shaders_header += "\n";
+ shaders_header += "#define DRAW_TYPE ";
+ shaders_header += itos(drawtype);
+ shaders_header += "\n";
+
+ if (g_settings->getBool("generate_normalmaps")) {
+ shaders_header += "#define GENERATE_NORMALMAPS 1\n";
+ } else {
+ shaders_header += "#define GENERATE_NORMALMAPS 0\n";
+ }
+ shaders_header += "#define NORMALMAPS_STRENGTH ";
+ shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
+ shaders_header += "\n";
+ float sample_step;
+ int smooth = (int)g_settings->getFloat("normalmaps_smooth");
+ switch (smooth){
+ case 0:
+ sample_step = 0.0078125; // 1.0 / 128.0
+ break;
+ case 1:
+ sample_step = 0.00390625; // 1.0 / 256.0
+ break;
+ case 2:
+ sample_step = 0.001953125; // 1.0 / 512.0
+ break;
+ default:
+ sample_step = 0.0078125;
+ break;
+ }
+ shaders_header += "#define SAMPLE_STEP ";
+ shaders_header += ftos(sample_step);
+ shaders_header += "\n";
+