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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 22:23:51 +00:00
Calculate viewNormal only when needed
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parent
0d1b7fd3f0
commit
f30cb9f8bc
4 changed files with 26 additions and 4 deletions
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@ -83,7 +83,9 @@ void main()
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mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#else
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#endif
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#if (!@normalMap && (@parallax || @forcePPL))
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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@ -184,7 +186,12 @@ void main()
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#endif
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if (matSpec != vec3(0.0))
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{
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#if (!normalMap && !@parallax && !forcePPL)
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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}
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#if @radialFog
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float depth;
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// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
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@ -63,7 +63,9 @@ void main(void)
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euclideanDepth = length(viewPos.xyz);
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linearDepth = gl_Position.z;
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#if (@envMap || !PER_PIXEL_LIGHTING || @shadows_enabled)
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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#endif
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#if @envMap
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vec3 viewVec = normalize(viewPos.xyz);
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@ -112,5 +114,7 @@ void main(void)
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passViewPos = viewPos.xyz;
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passNormal = gl_Normal.xyz;
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#if (@shadows_enabled)
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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@ -43,8 +43,10 @@ void main()
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mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal);
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vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0)));
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#else
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vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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#endif
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#if (!@normalMap && (@parallax || @forcePPL))
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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#if @parallax
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@ -93,7 +95,12 @@ void main()
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#endif
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if (matSpec != vec3(0.0))
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{
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#if (!normalMap && !@parallax && !forcePPL)
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;
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}
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#if @radialFog
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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@ -27,7 +27,9 @@ void main(void)
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euclideanDepth = length(viewPos.xyz);
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linearDepth = gl_Position.z;
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#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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#endif
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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@ -38,5 +40,7 @@ void main(void)
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uv = gl_MultiTexCoord0.xy;
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#if (@shadows_enabled)
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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