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
This commit is contained in:
vincentlj 2014-01-09 17:08:23 +00:00
parent e6d774a3ac
commit 986f3a6098
3 changed files with 23 additions and 7 deletions

View File

@ -5,11 +5,12 @@ uniform sampler2D normalMap; //The bump-map
noperspective in vec3 tangent; noperspective in vec3 tangent;
noperspective in vec3 bitangent; noperspective in vec3 bitangent;
noperspective in vec3 normal; noperspective in vec3 normal;
in vec2 uv;
void main() void main()
{ {
// normal in Tangent Space // normal in Tangent Space
vec3 TS_normal = 2.0 * texture2D (normalMap, gl_TexCoord[0].st).rgb - 1.0; vec3 TS_normal = 2.0 * texture2D (normalMap, uv).rgb - 1.0;
// Because of interpolation, we need to renormalize // Because of interpolation, we need to renormalize
vec3 Frag_tangent = normalize(tangent); vec3 Frag_tangent = normalize(tangent);
vec3 Frag_bitangent = normalize(cross(normal, tangent)); vec3 Frag_bitangent = normalize(cross(normal, tangent));
@ -20,7 +21,7 @@ void main()
FragmentNormal = normalize(FragmentNormal); FragmentNormal = normalize(FragmentNormal);
gl_FragData[0] = texture2D (texture, gl_TexCoord[0].st); gl_FragData[0] = texture2D (texture, uv);
gl_FragData[1] = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z); gl_FragData[1] = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z);
gl_FragData[2] = vec4(0.); gl_FragData[2] = vec4(0.);
} }

View File

@ -1,14 +1,18 @@
#version 130 #version 130
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
noperspective out vec3 tangent; noperspective out vec3 tangent;
noperspective out vec3 bitangent; noperspective out vec3 bitangent;
noperspective out vec3 normal; noperspective out vec3 normal;
out vec2 uv;
void main() void main()
{ {
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; uv = gl_MultiTexCoord0.st;
normal = gl_NormalMatrix * gl_Normal; normal = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz; tangent = (TransposeInverseModelView * gl_MultiTexCoord1).xyz;
bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz; bitangent = (TransposeInverseModelView * gl_MultiTexCoord2).xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_Position = ModelViewProjectionMatrix * gl_Vertex;
} }

View File

@ -31,6 +31,17 @@ using namespace core;
void NormalMapProvider::OnSetConstants(IMaterialRendererServices *srv, int) void NormalMapProvider::OnSetConstants(IMaterialRendererServices *srv, int)
{ {
core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
core::matrix4 TransposeInverseModelView = srv->getVideoDriver()->getTransform(ETS_VIEW);
TransposeInverseModelView *= srv->getVideoDriver()->getTransform(ETS_WORLD);
TransposeInverseModelView.makeInverse();
TransposeInverseModelView = TransposeInverseModelView.getTransposed();
srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
srv->setVertexShaderConstant("TransposeInverseModelView", TransposeInverseModelView.pointer(), 16);
if (!firstdone) if (!firstdone)
{ {
s32 texture = 0; s32 texture = 0;