OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.

This commit is contained in:
SmileTheory 2013-11-12 19:21:51 -08:00
parent a53e7c3074
commit 6e5f8cc918
15 changed files with 268 additions and 271 deletions

View file

@ -1,8 +1,8 @@
attribute vec4 attr_Position;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
#if defined(USE_VERTEX_ANIMATION)
attribute vec4 attr_Position2;
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#endif
@ -167,7 +167,7 @@ vec4 CalcColor(vec3 position, vec3 normal)
if (u_AlphaGen == AGEN_LIGHTING_SPECULAR)
{
vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position.xyz);
vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position);
vec3 reflected = -reflect(lightDir, normal);
color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0);
@ -184,10 +184,10 @@ vec4 CalcColor(vec3 position, vec3 normal)
#endif
#if defined(USE_FOG)
float CalcFog(vec4 position)
float CalcFog(vec3 position)
{
float s = dot(position, u_FogDistance) * 8.0;
float t = dot(position, u_FogDepth);
float s = (dot(position, u_FogDistance.xyz) + u_FogDistance.w) * 8.0;
float t = dot(position, u_FogDepth.xyz) + u_FogDepth.w;
float eyeOutside = step(0.0, -u_FogEyeT);
float fogged = step(eyeOutside, t);
@ -202,27 +202,27 @@ float CalcFog(vec4 position)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0));
#else
vec4 position = attr_Position;
vec3 normal = attr_Normal;
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
#endif
#if defined(USE_DEFORM_VERTEXES)
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
position = DeformPosition(position, normal, attr_TexCoord0.st);
#endif
gl_Position = u_ModelViewProjectionMatrix * position;
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
#if defined(USE_TCGEN)
vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
vec2 tex = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
var_DiffuseTex = tex;
#endif
@ -232,7 +232,7 @@ void main()
#endif
#if defined(USE_RGBAGEN)
var_Color = CalcColor(position.xyz, normal);
var_Color = CalcColor(position, normal);
#else
var_Color = u_VertColor * attr_Color + u_BaseColor;
#endif