Move normal calculation to the fragment shader

This commit is contained in:
offtkp
2024-07-17 22:08:48 +03:00
parent 8b4eacc7b6
commit 2ca886f64f
2 changed files with 26 additions and 20 deletions

View File

@@ -9,9 +9,7 @@ layout(location = 5) in float a_texcoord0_w;
layout(location = 6) in vec3 a_view;
layout(location = 7) in vec2 a_texcoord2;
out vec3 v_normal;
out vec3 v_tangent;
out vec3 v_bitangent;
out vec4 v_quaternion;
out vec4 v_colour;
out vec3 v_texcoord0;
out vec2 v_texcoord1;
@@ -35,12 +33,6 @@ vec4 abgr8888ToVec4(uint abgr) {
return scale * vec4(float(abgr & 0xffu), float((abgr >> 8) & 0xffu), float((abgr >> 16) & 0xffu), float(abgr >> 24));
}
vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
vec3 u = q.xyz;
float s = q.w;
return 2.0 * dot(u, v) * u + (s * s - dot(u, u)) * v + 2.0 * s * cross(u, v);
}
// Convert an arbitrary-width floating point literal to an f32
float decodeFP(uint hex, uint E, uint M) {
uint width = M + E + 1u;
@@ -73,10 +65,6 @@ void main() {
v_texcoord2 = vec2(a_texcoord2.x, 1.0 - a_texcoord2.y);
v_view = a_view;
v_normal = normalize(rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), a_quaternion));
v_tangent = normalize(rotateVec3ByQuaternion(vec3(1.0, 0.0, 0.0), a_quaternion));
v_bitangent = normalize(rotateVec3ByQuaternion(vec3(0.0, 1.0, 0.0), a_quaternion));
for (int i = 0; i < 6; i++) {
v_textureEnvColor[i] = abgr8888ToVec4(u_textureEnvColor[i]);
}
@@ -95,4 +83,6 @@ void main() {
// There's also another, always-on clipping plane based on vertex z
gl_ClipDistance[0] = -a_coords.z;
gl_ClipDistance[1] = dot(clipData, a_coords);
v_quaternion = a_quaternion;
}