OpenGL2: Change normal/tangent vertex encoding.

This commit is contained in:
SmileTheory 2014-10-28 18:15:13 -07:00
parent 7e808f92d6
commit e488663e31
8 changed files with 108 additions and 56 deletions

View file

@ -74,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
void main()
{
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition(position, normal, attr_TexCoord0.st);

View file

@ -102,10 +102,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)

View file

@ -207,10 +207,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)

View file

@ -167,11 +167,6 @@ void main()
#endif
#endif
normal = normal * 2.0 - vec3(1.0);
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
tangent = tangent * 2.0 - vec3(1.0);
#endif
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
@ -195,13 +190,13 @@ void main()
#endif
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0);
vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif

View file

@ -11,5 +11,5 @@ void main()
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_Position = attr_Position;
var_Normal = attr_Normal * 2.0 - vec3(1.0);
var_Normal = attr_Normal;
}

View file

@ -80,7 +80,6 @@ void main()
{
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
position = DeformPosition(position, normal, attr_TexCoord0.st);