Make ensure_correct_normals working on GLES2
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@ -1073,9 +1073,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
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//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
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// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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@ -10,6 +10,10 @@ precision highp float;
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precision highp int;
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precision highp int;
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#endif
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#endif
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#if defined(ENSURE_CORRECT_NORMALS)
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#define INVERSE_USED
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#endif
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/* clang-format on */
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/* clang-format on */
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#include "stdlib.glsl"
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#include "stdlib.glsl"
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/* clang-format off */
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/* clang-format off */
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@ -365,7 +369,12 @@ void main() {
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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vertex = world_matrix * vertex;
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#if defined(ENSURE_CORRECT_NORMALS)
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mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
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normal = normal_matrix * normal;
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#else
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normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
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normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
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tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
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@ -439,7 +448,12 @@ VERTEX_SHADER_CODE
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// use local coordinates
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// use local coordinates
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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vertex = modelview * vertex;
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vertex = modelview * vertex;
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#if defined(ENSURE_CORRECT_NORMALS)
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mat3 normal_matrix = mat3(transpose(inverse(modelview)));
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normal = normal_matrix * normal;
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#else
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normal = normalize((modelview * vec4(normal, 0.0)).xyz);
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normal = normalize((modelview * vec4(normal, 0.0)).xyz);
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#endif
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
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tangent = normalize((modelview * vec4(tangent, 0.0)).xyz);
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