Normalize in shader for broken drivers

This commit is contained in:
Benau
2017-12-27 11:33:30 +08:00
parent 891b053358
commit dbc3cd5ff5
11 changed files with 49 additions and 80 deletions

View File

@@ -3,13 +3,13 @@ uniform samplerBuffer skinning_tex;
layout(location = 0) in vec3 i_position;
#if defined(Converts_10bit_Vector)
layout(location = 1) in int i_normal_pked;
layout(location = 1) in vec4 i_normal_orig;
#else
layout(location = 1) in vec4 i_normal;
#endif
#if defined(Converts_10bit_Vector)
layout(location = 5) in int i_tangent_pked;
layout(location = 5) in vec4 i_tangent_orig;
#else
layout(location = 5) in vec4 i_tangent;
#endif
@@ -19,7 +19,7 @@ layout(location = 7) in vec4 i_weight;
layout(location = 8) in vec3 i_origin;
#if defined(Converts_10bit_Vector)
layout(location = 9) in int i_rotation_pked;
layout(location = 9) in vec4 i_rotation_orig;
#else
layout(location = 9) in vec4 i_rotation;
#endif
@@ -37,9 +37,9 @@ void main()
{
#if defined(Converts_10bit_Vector)
vec4 i_normal = convert10BitVector(i_normal_pked);
vec4 i_tangent = convert10BitVector(i_tangent_pked);
vec4 i_rotation = convert10BitVector(i_rotation_pked);
vec4 i_normal = convert10BitVector(i_normal_orig);
vec4 i_tangent = convert10BitVector(i_tangent_orig);
vec4 i_rotation = convert10BitVector(i_rotation_orig);
#endif
vec4 idle_position = vec4(i_position, 1.0);