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	Merge pull request #2909 from akortunov/shaders
Calculate viewNormal only when needed
This commit is contained in:
		
						commit
						bf228746c9
					
				
					 4 changed files with 26 additions and 4 deletions
				
			
		|  | @ -83,7 +83,9 @@ void main() | |||
|     mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal); | ||||
| 
 | ||||
|     vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0)); | ||||
| #else | ||||
| #endif | ||||
| 
 | ||||
| #if (!@normalMap && (@parallax || @forcePPL)) | ||||
|     vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); | ||||
| #endif | ||||
| 
 | ||||
|  | @ -184,7 +186,12 @@ void main() | |||
| #endif | ||||
| 
 | ||||
|     if (matSpec != vec3(0.0)) | ||||
|     { | ||||
| #if (!normalMap && !@parallax && !forcePPL) | ||||
|         vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); | ||||
| #endif | ||||
|         gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing; | ||||
|     } | ||||
| #if @radialFog | ||||
|     float depth; | ||||
|     // For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis | ||||
|  |  | |||
|  | @ -63,7 +63,9 @@ void main(void) | |||
|     euclideanDepth = length(viewPos.xyz); | ||||
|     linearDepth = gl_Position.z; | ||||
| 
 | ||||
| #if (@envMap || !PER_PIXEL_LIGHTING || @shadows_enabled) | ||||
|     vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz); | ||||
| #endif | ||||
| 
 | ||||
| #if @envMap | ||||
|     vec3 viewVec = normalize(viewPos.xyz); | ||||
|  | @ -112,5 +114,7 @@ void main(void) | |||
|     passViewPos = viewPos.xyz; | ||||
|     passNormal = gl_Normal.xyz; | ||||
| 
 | ||||
| #if (@shadows_enabled) | ||||
|     setupShadowCoords(viewPos, viewNormal); | ||||
| #endif | ||||
| } | ||||
|  |  | |||
|  | @ -43,8 +43,10 @@ void main() | |||
|     mat3 tbnTranspose = mat3(tangent, binormal, normalizedNormal); | ||||
| 
 | ||||
|     vec3 viewNormal = normalize(gl_NormalMatrix * (tbnTranspose * (normalTex.xyz * 2.0 - 1.0))); | ||||
| #else | ||||
|     vec3 viewNormal = normalize(gl_NormalMatrix * passNormal); | ||||
| #endif | ||||
| 
 | ||||
| #if (!@normalMap && (@parallax || @forcePPL)) | ||||
|     vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); | ||||
| #endif | ||||
| 
 | ||||
| #if @parallax | ||||
|  | @ -93,7 +95,12 @@ void main() | |||
| #endif | ||||
| 
 | ||||
|     if (matSpec != vec3(0.0)) | ||||
|     { | ||||
| #if (!normalMap && !@parallax && !forcePPL) | ||||
|         vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); | ||||
| #endif | ||||
|         gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing; | ||||
|     } | ||||
| 
 | ||||
| #if @radialFog | ||||
|     float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); | ||||
|  |  | |||
|  | @ -26,8 +26,10 @@ void main(void) | |||
|     gl_ClipVertex = viewPos; | ||||
|     euclideanDepth = length(viewPos.xyz); | ||||
|     linearDepth = gl_Position.z; | ||||
|      | ||||
| 
 | ||||
| #if (!PER_PIXEL_LIGHTING || @shadows_enabled) | ||||
|     vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz); | ||||
| #endif | ||||
| 
 | ||||
| #if !PER_PIXEL_LIGHTING | ||||
|     lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting); | ||||
|  | @ -38,5 +40,7 @@ void main(void) | |||
| 
 | ||||
|     uv = gl_MultiTexCoord0.xy; | ||||
| 
 | ||||
| #if (@shadows_enabled) | ||||
|     setupShadowCoords(viewPos, viewNormal); | ||||
| #endif | ||||
| } | ||||
|  |  | |||
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