SL-17701 Per pixel binormal generation on PBR alpha to be consistent with PBR opaque.
parent
93389059d5
commit
379ae7eec0
|
|
@ -69,18 +69,12 @@ uniform vec3 moon_dir;
|
|||
VARYING vec3 vary_position;
|
||||
VARYING vec4 vertex_color;
|
||||
VARYING vec2 vary_texcoord0;
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
VARYING vec3 vary_normal;
|
||||
VARYING vec3 vary_mat0;
|
||||
VARYING vec3 vary_mat1;
|
||||
VARYING vec3 vary_mat2;
|
||||
VARYING vec2 vary_texcoord1;
|
||||
#endif
|
||||
VARYING vec2 vary_texcoord2;
|
||||
VARYING vec3 vary_normal;
|
||||
VARYING vec3 vary_tangent;
|
||||
flat in float vary_sign;
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
VARYING vec2 vary_texcoord2;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_ALPHA_MASK
|
||||
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
|
||||
|
|
@ -204,17 +198,15 @@ void main()
|
|||
|
||||
vec3 base = vertex_color.rgb * albedo.rgb;
|
||||
|
||||
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
|
||||
norm.xyz = normalize(norm.xyz * 2 - 1);
|
||||
vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
|
||||
float sign = vary_sign;
|
||||
vec3 vN = vary_normal;
|
||||
vec3 vT = vary_tangent.xyz;
|
||||
|
||||
vec3 vB = sign * cross(vN, vT);
|
||||
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
|
||||
|
||||
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
|
||||
dot(norm.xyz,vary_mat1),
|
||||
dot(norm.xyz,vary_mat2));
|
||||
|
||||
tnorm = normalize(tnorm.xyz);
|
||||
|
||||
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
|
||||
norm.xyz = tnorm.xyz;
|
||||
norm *= gl_FrontFacing ? 1.0 : -1.0;
|
||||
|
||||
#ifdef HAS_SHADOW
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
|
|
|
|||
|
|
@ -54,29 +54,20 @@ uniform float near_clip;
|
|||
ATTRIBUTE vec3 position;
|
||||
ATTRIBUTE vec4 diffuse_color;
|
||||
ATTRIBUTE vec3 normal;
|
||||
ATTRIBUTE vec2 texcoord0;
|
||||
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
ATTRIBUTE vec4 tangent;
|
||||
ATTRIBUTE vec2 texcoord0;
|
||||
ATTRIBUTE vec2 texcoord1;
|
||||
|
||||
VARYING vec3 vary_mat0;
|
||||
VARYING vec3 vary_mat1;
|
||||
VARYING vec3 vary_mat2;
|
||||
|
||||
VARYING vec2 vary_texcoord1;
|
||||
#else
|
||||
VARYING vec3 vary_normal;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
ATTRIBUTE vec2 texcoord2;
|
||||
VARYING vec2 vary_texcoord2;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
VARYING vec4 vertex_color;
|
||||
VARYING vec2 vary_texcoord0;
|
||||
VARYING vec2 vary_texcoord1;
|
||||
VARYING vec2 vary_texcoord2;
|
||||
VARYING vec3 vary_normal;
|
||||
VARYING vec3 vary_tangent;
|
||||
flat out float vary_sign;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -99,41 +90,21 @@ void main()
|
|||
#endif
|
||||
|
||||
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
|
||||
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SPECULAR_MAP
|
||||
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SKIN
|
||||
vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
|
||||
vec3 b = cross(n, t)*tangent.w;
|
||||
|
||||
vary_mat0 = vec3(t.x, b.x, n.x);
|
||||
vary_mat1 = vec3(t.y, b.y, n.y);
|
||||
vary_mat2 = vec3(t.z, b.z, n.z);
|
||||
#else //HAS_NORMAL_MAP
|
||||
vary_normal = n;
|
||||
#endif //HAS_NORMAL_MAP
|
||||
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
|
||||
vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
|
||||
#else //HAS_SKIN
|
||||
vec3 n = normalize(normal_matrix * normal);
|
||||
#ifdef HAS_NORMAL_MAP
|
||||
vec3 t = normalize(normal_matrix * tangent.xyz);
|
||||
vec3 b = cross(n,t)*tangent.w;
|
||||
|
||||
vary_mat0 = vec3(t.x, b.x, n.x);
|
||||
vary_mat1 = vec3(t.y, b.y, n.y);
|
||||
vary_mat2 = vec3(t.z, b.z, n.z);
|
||||
#else //HAS_NORMAL_MAP
|
||||
vary_normal = n;
|
||||
#endif //HAS_NORMAL_MAP
|
||||
vec3 n = normal_matrix * normal;
|
||||
vec3 t = normal_matrix * tangent.xyz;
|
||||
#endif //HAS_SKIN
|
||||
|
||||
|
||||
vary_tangent = normalize(t);
|
||||
vary_sign = tangent.w;
|
||||
vary_normal = normalize(n);
|
||||
|
||||
vertex_color = diffuse_color;
|
||||
|
||||
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
|
||||
|
|
|
|||
Loading…
Reference in New Issue