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author | wwylele <wwylele@gmail.com> | 2017-06-08 17:48:12 +0200 |
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committer | wwylele <wwylele@gmail.com> | 2017-06-11 20:30:53 +0200 |
commit | 972548e3eec73b16cb804ecf67a21b48bc09d299 (patch) | |
tree | c669c516b23744f3efaf68b20c539ebe5f7d980a /src/video_core/renderer_opengl/gl_shader_gen.cpp | |
parent | gl_rasterizer/lighting: implement lut input 5 (CP) (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 89977a62b..14be1201f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { "vec3 refl_value = vec3(0.0);\n" "vec3 spot_dir = vec3(0.0);\n;"; - // Compute fragment normals + // Compute fragment normals and tangents + const std::string pertubation = + "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { - // Bump mapping is enabled using a normal map, read perturbation vector from the selected - // texture - out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + - ").rgb - 1.0;\n"; + // Bump mapping is enabled using a normal map + out += "vec3 surface_normal = " + pertubation + ";\n"; // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher // precision result @@ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { // Bump mapping is enabled using a tangent map - LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); - UNIMPLEMENTED(); + out += "vec3 surface_tangent = " + pertubation + ";\n"; + // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant + // computation below, which is also confirmed on 3DS. So we don't bother recomputing here + // even if 'renorm' is enabled. + + // The normal vector is not perturbed by the tangent map and is just a unit vector. + out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; } else { // No bump mapping - surface local normal and tangent are just unit vectors out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; |