Merge branch 'normalizednormals' into 'master'

Don't handle per-vertex normals as tangent space normals (#7748)

See merge request OpenMW/openmw!3704
macos_ci_fix
jvoisin 4 months ago
commit db0d78ba24

@ -80,7 +80,7 @@ void main()
vec3 viewNormal = normalToView(normalTex.xyz * 2.0 - 1.0);
specularColor *= normalTex.a;
#else
vec3 viewNormal = normalToView(normalize(passNormal));
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
float shadowing = unshadowedLightRatio(linearDepth);

@ -69,7 +69,7 @@ void main(void)
#if @shadows_enabled
vec3 viewNormal = normalToView(passNormal);
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
setupShadowCoords(viewPos, viewNormal);
#endif
}

@ -63,7 +63,7 @@ void main(void)
}
#if @shadows_enabled
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
setupShadowCoords(viewPos, viewNormal);
#endif
}

@ -156,7 +156,7 @@ void main(void)
#endif
#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
vec3 viewNormal = normalToView(passNormal);
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
#if @diffuseMap

@ -169,7 +169,7 @@ vec2 screenCoords = gl_FragCoord.xy / screenRes;
#if @normalMap
vec3 viewNormal = normalToView(texture2D(normalMap, normalMapUV + offset).xyz * 2.0 - 1.0);
#else
vec3 viewNormal = normalToView(normalize(passNormal));
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
vec3 viewVec = normalize(passViewPos);

@ -101,7 +101,7 @@ void main(void)
#endif
#if @envMap || !PER_PIXEL_LIGHTING || @shadows_enabled
vec3 viewNormal = normalToView(passNormal);
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
#if @envMap

@ -65,7 +65,7 @@ void main()
#if @normalMap
vec3 viewNormal = normalToView(texture2D(normalMap, adjustedUV).xyz * 2.0 - 1.0);
#else
vec3 viewNormal = normalToView(normalize(passNormal));
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
float shadowing = unshadowedLightRatio(linearDepth);

@ -52,7 +52,7 @@ void main(void)
#endif
#if !PER_PIXEL_LIGHTING || @shadows_enabled
vec3 viewNormal = normalToView(passNormal);
vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
#endif
#if !PER_PIXEL_LIGHTING

Loading…
Cancel
Save