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GPU: Respect matrix and reverse flag w/o normals.
See frame dump in #14223, which requires world matrix be applied.
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1 changed files with 2 additions and 2 deletions
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@ -869,7 +869,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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if (hasNormalTess) {
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if (hasNormalTess) {
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(%stess.nrm, 0.0), u_world).xyz);\n", flipNormalTess ? "-" : "");
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(%stess.nrm, 0.0), u_world).xyz);\n", flipNormalTess ? "-" : "");
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} else {
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} else {
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WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, %s1.0, 0.0), u_world).xyz);\n", flipNormalTess ? "-" : "");
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}
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}
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} else {
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} else {
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// No skinning, just standard T&L.
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// No skinning, just standard T&L.
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@ -877,7 +877,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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if (hasNormal)
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if (hasNormal)
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(%snormal, 0.0), u_world).xyz);\n", flipNormal ? "-" : "");
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(%snormal, 0.0), u_world).xyz);\n", flipNormal ? "-" : "");
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else
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else
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WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, %s1.0, 0.0), u_world).xyz);\n", flipNormal ? "-" : "");
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}
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}
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} else {
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} else {
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static const char *rescale[4] = {"", " * 1.9921875", " * 1.999969482421875", ""}; // 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
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static const char *rescale[4] = {"", " * 1.9921875", " * 1.999969482421875", ""}; // 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
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