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
This commit is contained in:
Thaddeus Crews 2024-11-14 14:52:02 -06:00
commit 7f6b272b28
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@ -434,12 +434,12 @@ void main() {
vertex_interp = vertex;
#ifdef NORMAL_USED
normal_interp = normal;
normal_interp = normalize(normal);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
binormal_interp = binormal;
tangent_interp = normalize(tangent);
binormal_interp = normalize(binormal);
#endif
// VERTEX LIGHTING
@ -456,13 +456,13 @@ void main() {
uvec2 omni_light_indices = instances.data[draw_call.instance_index].omni_lights;
for (uint i = 0; i < sc_omni_lights(); i++) {
uint light_index = (i > 3) ? ((omni_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_light_indices.x >> (i * 8)) & 0xFF);
light_process_omni_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
light_process_omni_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
uvec2 spot_light_indices = instances.data[draw_call.instance_index].spot_lights;
for (uint i = 0; i < sc_spot_lights(); i++) {
uint light_index = (i > 3) ? ((spot_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_light_indices.x >> (i * 8)) & 0xFF);
light_process_spot_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
light_process_spot_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
if (sc_directional_lights() > 0) {
@ -479,13 +479,13 @@ void main() {
continue; // Statically baked light and object uses lightmap, skip.
}
if (i == 0) {
light_compute_vertex(normal, directional_lights.data[0].direction, view,
light_compute_vertex(normal_interp, directional_lights.data[0].direction, view,
directional_lights.data[0].color * directional_lights.data[0].energy,
true, roughness,
directional_diffuse,
directional_specular);
} else {
light_compute_vertex(normal, directional_lights.data[i].direction, view,
light_compute_vertex(normal_interp, directional_lights.data[i].direction, view,
directional_lights.data[i].color * directional_lights.data[i].energy,
true, roughness,
diffuse_light_interp.rgb,