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

@ -7,8 +7,7 @@ attribute vec4 attr_Color;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
#if defined(USE_VERT_TANGENT_SPACE)
attribute vec3 attr_Tangent;
attribute vec3 attr_Bitangent;
attribute vec4 attr_Tangent;
#endif
#if defined(USE_VERTEX_ANIMATION)
@ -163,21 +162,24 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
#if defined(USE_VERT_TANGENT_SPACE)
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, 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));
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = normalize(mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp) * 2.0 - vec3(1.0));
#endif
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal;
#if defined(USE_VERT_TANGENT_SPACE)
vec3 tangent = attr_Tangent;
vec3 bitangent = attr_Bitangent;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = attr_Tangent.xyz * 2.0 - vec3(1.0);
#endif
#endif
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 bitangent = cross(normal, tangent);
bitangent *= attr_Tangent.w * 2.0 - 1.0;
#endif
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else