diff options
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 19 | 
1 files changed, 12 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 89977a62b..14be1201f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {             "vec3 refl_value = vec3(0.0);\n"             "vec3 spot_dir = vec3(0.0);\n;"; -    // Compute fragment normals +    // Compute fragment normals and tangents +    const std::string pertubation = +        "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, read perturbation vector from the selected -        // texture -        out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + -               ").rgb - 1.0;\n"; +        // Bump mapping is enabled using a normal map +        out += "vec3 surface_normal = " + pertubation + ";\n";          // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher          // precision result @@ -539,8 +539,13 @@ 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 -        LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); -        UNIMPLEMENTED(); +        out += "vec3 surface_tangent = " + pertubation + ";\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. + +        // The normal vector is not perturbed by the tangent map and is just a unit vector. +        out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";      } else {          // No bump mapping - surface local normal and tangent are just unit vectors          out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";  | 
