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Commit 379ae7ee authored by David Parks's avatar David Parks
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SL-17701 Per pixel binormal generation on PBR alpha to be consistent with PBR opaque.

parent 93389059
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2 merge requests!3Update to main branch,!2Rebase onto current main branch
......@@ -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 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
tnorm = normalize(tnorm.xyz);
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 );
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;
ATTRIBUTE vec2 texcoord2;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
#else
VARYING vec2 vary_texcoord2;
VARYING vec3 vary_normal;
#endif
VARYING vec3 vary_tangent;
flat out float vary_sign;
#ifdef HAS_SPECULAR_MAP
ATTRIBUTE vec2 texcoord2;
VARYING vec2 vary_texcoord2;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
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)
......
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