OGL32CTX: Remove implicitly defined uniforms in normalmap
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14982 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -5,11 +5,12 @@ uniform sampler2D normalMap; //The bump-map
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noperspective in vec3 tangent;
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noperspective in vec3 bitangent;
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noperspective in vec3 normal;
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in vec2 uv;
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void main()
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{
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// normal in Tangent Space
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vec3 TS_normal = 2.0 * texture2D (normalMap, gl_TexCoord[0].st).rgb - 1.0;
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vec3 TS_normal = 2.0 * texture2D (normalMap, uv).rgb - 1.0;
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// Because of interpolation, we need to renormalize
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vec3 Frag_tangent = normalize(tangent);
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vec3 Frag_bitangent = normalize(cross(normal, tangent));
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@ -20,7 +21,7 @@ void main()
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FragmentNormal = normalize(FragmentNormal);
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gl_FragData[0] = texture2D (texture, gl_TexCoord[0].st);
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gl_FragData[0] = texture2D (texture, uv);
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gl_FragData[1] = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(0.);
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}
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@ -1,14 +1,18 @@
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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noperspective out vec3 tangent;
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noperspective out vec3 bitangent;
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noperspective out vec3 normal;
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out vec2 uv;
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz;
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bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = gl_MultiTexCoord0.st;
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normal = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
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tangent = (TransposeInverseModelView * gl_MultiTexCoord1).xyz;
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bitangent = (TransposeInverseModelView * gl_MultiTexCoord2).xyz;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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}
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@ -31,6 +31,17 @@ using namespace core;
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void NormalMapProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
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TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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TransposeInverseModelView.makeInverse();
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TransposeInverseModelView = TransposeInverseModelView.getTransposed();
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
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if (!firstdone)
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{
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s32 texture = 0;
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