Normalize in shader for broken drivers
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891b053358
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@ -3,7 +3,7 @@ uniform vec3 wind_direction;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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@ -13,7 +13,7 @@ layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -56,8 +56,8 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_normal = convert10BitVector(i_normal_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -7,7 +7,7 @@ layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -47,7 +47,7 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -21,7 +21,7 @@ void main()
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vec3 V1 = gl_in[2].gl_Position.xyz - gl_in[1].gl_Position.xyz;
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// calculate normal as perpendicular to two vectors of the triangle
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vec3 V0_V1_crossed = cross(V1, V0);
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float normal_scale = clamp(length(V0_V1_crossed) * 10.0, 0.0, 0.25);
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float normal_scale = min(length(V0_V1_crossed) * 10.0, 0.25);
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vec3 N = normalize(V0_V1_crossed);
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// normals of each vertex of the triangle
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@ -3,13 +3,13 @@ uniform samplerBuffer skinning_tex;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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#if defined(Converts_10bit_Vector)
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layout(location = 5) in int i_tangent_pked;
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layout(location = 5) in vec4 i_tangent_orig;
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#else
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layout(location = 5) in vec4 i_tangent;
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#endif
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@ -19,7 +19,7 @@ layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -37,9 +37,9 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_tangent = convert10BitVector(i_tangent_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_normal = convert10BitVector(i_normal_orig);
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vec4 i_tangent = convert10BitVector(i_tangent_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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vec4 idle_position = vec4(i_position, 1.0);
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@ -1,7 +1,7 @@
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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@ -11,7 +11,7 @@ layout(location = 3) in vec2 i_uv;
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layout(location = 4) in vec2 i_uv_two;
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#if defined(Converts_10bit_Vector)
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layout(location = 5) in int i_tangent_pked;
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layout(location = 5) in vec4 i_tangent_orig;
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#else
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layout(location = 5) in vec4 i_tangent;
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#endif
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@ -19,7 +19,7 @@ layout(location = 5) in vec4 i_tangent;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -68,9 +68,9 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_tangent = convert10BitVector(i_tangent_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_normal = convert10BitVector(i_normal_orig);
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vec4 i_tangent = convert10BitVector(i_tangent_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -5,7 +5,7 @@ layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -45,7 +45,7 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -6,7 +6,7 @@ uniform samplerBuffer skinning_tex;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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@ -16,7 +16,7 @@ layout(location = 3) in vec2 i_uv;
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layout(location = 4) in vec2 i_uv_two;
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#if defined(Converts_10bit_Vector)
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layout(location = 5) in int i_tangent_pked;
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layout(location = 5) in vec4 i_tangent_orig;
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#else
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layout(location = 5) in vec4 i_tangent;
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#endif
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@ -26,7 +26,7 @@ layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -75,9 +75,9 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_tangent = convert10BitVector(i_tangent_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_normal = convert10BitVector(i_normal_orig);
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vec4 i_tangent = convert10BitVector(i_tangent_orig);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -14,7 +14,7 @@ layout(location = 7) in vec4 i_weight;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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@ -55,7 +55,7 @@ void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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#if defined(Use_Bindless_Texture)
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@ -11,24 +11,12 @@ vec4 getWorldPosition(vec3 origin, vec4 rotation, vec3 scale, vec3 local_pos)
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return vec4(local_pos, 1.0);
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}
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vec4 convert10BitVector(int pked)
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vec4 convert10BitVector(vec4 orig)
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{
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vec4 ret;
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int part = pked & 1023;
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float part_mix = float(clamp(int(part & 512), 0, 1));
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ret.x = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715;
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part = (pked >> 10) & 1023;
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part_mix = float(clamp(int(part & 512), 0, 1));
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ret.y = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715;
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part = (pked >> 20) & 1023;
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part_mix = float(clamp(int(part & 512), 0, 1));
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ret.z = mix(float(part), float(-1024 + part), part_mix) * 0.00195694715;
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part = pked >> 30;
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part_mix = float(clamp(int(part & 2), 0, 1));
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ret.w = mix(float(part), -1.0f, part_mix);
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ret.x = orig.x * 0.00195694715;
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ret.y = orig.y * 0.00195694715;
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ret.z = orig.z * 0.00195694715;
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ret.w = max(orig.w, -1.0);
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return ret;
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}
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@ -1,5 +1,4 @@
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// SuperTuxKart - a fun racing game with go-kart
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2017 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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@ -317,18 +317,13 @@ void SPMeshBuffer::recreateVAO(unsigned i)
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, pitch, (void*)offset);
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offset += 12;
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// Normal
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// Normal, if 10bit vector normalization is wrongly done by drivers, use
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// original value and normalize ourselves in shader
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glEnableVertexAttribArray(1);
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if (GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR))
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{
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glVertexAttribIPointer(1, 1, GL_INT, pitch, (void*)offset);
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}
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else
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{
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glVertexAttribPointer(1, 4, GL_INT_2_10_10_10_REV, GL_TRUE, pitch,
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glVertexAttribPointer(1, 4, GL_INT_2_10_10_10_REV,
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GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR) ? GL_FALSE : GL_TRUE, pitch,
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(void*)offset);
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}
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offset += 4;
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// Vertex color
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if (m_vertex_color)
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@ -363,17 +358,10 @@ void SPMeshBuffer::recreateVAO(unsigned i)
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{
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// Tangent and bi-tanget sign
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glEnableVertexAttribArray(5);
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if (GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR))
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{
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glVertexAttribIPointer(5, 1, GL_INT, pitch,
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(void*)offset);
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}
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else
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{
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glVertexAttribPointer(5, 4, GL_INT_2_10_10_10_REV, GL_TRUE, pitch,
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(void*)offset);
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}
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glVertexAttribPointer(5, 4, GL_INT_2_10_10_10_REV,
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GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR) ? GL_FALSE : GL_TRUE,
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pitch, (void*)offset);
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offset += 4;
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}
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if (m_skinned)
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@ -418,16 +406,10 @@ void SPMeshBuffer::recreateVAO(unsigned i)
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glVertexAttribDivisorARB(8, 1);
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// Rotation (quaternion .xyz)
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glEnableVertexAttribArray(9);
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if (GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR))
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{
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glVertexAttribIPointer(9, 1, GL_INT, 32, (void*)12);
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}
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else
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{
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glVertexAttribPointer(9, 4, GL_INT_2_10_10_10_REV, GL_TRUE, 32,
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glVertexAttribPointer(9, 4, GL_INT_2_10_10_10_REV,
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GraphicsRestrictions::isDisabled
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(GraphicsRestrictions::GR_10BIT_VECTOR) ? GL_FALSE : GL_TRUE, 32,
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(void*)12);
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}
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glVertexAttribDivisorARB(9, 1);
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// Scale (3 half floats and .w for quaternion .w)
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glEnableVertexAttribArray(10);
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