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Merge pull request #99163 from clayjohn/Mobile-normal-interp
Normalize normal, tangent, and binormal before interpolating in the mobile renderer to avoid precision errors on heavily scaled meshes
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commit
7f6b272b28
@ -434,12 +434,12 @@ void main() {
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vertex_interp = vertex;
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#ifdef NORMAL_USED
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normal_interp = normal;
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normal_interp = normalize(normal);
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = tangent;
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binormal_interp = binormal;
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tangent_interp = normalize(tangent);
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binormal_interp = normalize(binormal);
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#endif
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// VERTEX LIGHTING
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@ -456,13 +456,13 @@ void main() {
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uvec2 omni_light_indices = instances.data[draw_call.instance_index].omni_lights;
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for (uint i = 0; i < sc_omni_lights(); i++) {
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uint light_index = (i > 3) ? ((omni_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_light_indices.x >> (i * 8)) & 0xFF);
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light_process_omni_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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light_process_omni_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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}
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uvec2 spot_light_indices = instances.data[draw_call.instance_index].spot_lights;
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for (uint i = 0; i < sc_spot_lights(); i++) {
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uint light_index = (i > 3) ? ((spot_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_light_indices.x >> (i * 8)) & 0xFF);
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light_process_spot_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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light_process_spot_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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}
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if (sc_directional_lights() > 0) {
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@ -479,13 +479,13 @@ void main() {
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continue; // Statically baked light and object uses lightmap, skip.
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}
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if (i == 0) {
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light_compute_vertex(normal, directional_lights.data[0].direction, view,
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light_compute_vertex(normal_interp, directional_lights.data[0].direction, view,
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directional_lights.data[0].color * directional_lights.data[0].energy,
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true, roughness,
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directional_diffuse,
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directional_specular);
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} else {
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light_compute_vertex(normal, directional_lights.data[i].direction, view,
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light_compute_vertex(normal_interp, directional_lights.data[i].direction, view,
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directional_lights.data[i].color * directional_lights.data[i].energy,
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true, roughness,
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diffuse_light_interp.rgb,
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