OpenGL2: Revisit fragment tangent space calculation, and remove tangent space lighting.
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3846c115e6
commit
0e25d0357b
2 changed files with 58 additions and 45 deletions
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@ -6,14 +6,18 @@ attribute vec4 attr_Color;
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Bitangent;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent2;
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attribute vec3 attr_Bitangent2;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
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@ -71,9 +75,14 @@ varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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#else
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varying vec3 var_Normal;
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varying vec3 var_ViewDir;
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#endif
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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@ -156,13 +165,17 @@ void main()
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
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vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
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#endif
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = attr_Tangent;
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vec3 bitangent = attr_Bitangent;
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#endif
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#endif
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#if defined(USE_TCGEN)
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@ -182,8 +195,10 @@ void main()
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#if defined(USE_MODELMATRIX)
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_VERT_TANGENT_SPACE)
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_LIGHT_VECTOR)
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@ -232,26 +247,15 @@ void main()
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vec3 viewDir = u_ViewOrigin - position;
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#endif
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#if defined(USE_TANGENT_SPACE_LIGHT)
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mat3 tangentToWorld = mat3(tangent, bitangent, normal);
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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viewDir = viewDir * tangentToWorld;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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// store view direction in tangent space to save on varyings
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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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var_Bitangent = vec4(bitangent, viewDir.z);
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#else
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var_Normal = normal;
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var_ViewDir = viewDir;
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#endif
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#endif
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}
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