diff options
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 9 | 
1 files changed, 5 insertions, 4 deletions
| diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index bb192affd..ae67aab05 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -525,11 +525,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {             "float geo_factor = 1.0;\n";      // Compute fragment normals and tangents -    const std::string pertubation = -        "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; +    auto Perturbation = [&]() { +        return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; +    };      if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {          // Bump mapping is enabled using a normal map -        out += "vec3 surface_normal = " + pertubation + ";\n"; +        out += "vec3 surface_normal = " + Perturbation() + ";\n";          // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher          // precision result @@ -543,7 +544,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {          out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";      } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {          // Bump mapping is enabled using a tangent map -        out += "vec3 surface_tangent = " + pertubation + ";\n"; +        out += "vec3 surface_tangent = " + Perturbation() + ";\n";          // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant          // computation below, which is also confirmed on 3DS. So we don't bother recomputing here          // even if 'renorm' is enabled. | 
