Removed unnecesary normal multiplication (only culling was really needed), fixes #17776
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256bbd3561
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4 changed files with 3 additions and 9 deletions
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@ -2339,7 +2339,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
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state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
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state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
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}
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if (rebind_light && light) {
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@ -84,7 +84,7 @@ uniform highp mat4 world_transform;
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uniform highp float time;
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uniform float normal_mult;
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#ifdef RENDER_DEPTH
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uniform float light_bias;
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@ -330,11 +330,10 @@ void main() {
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#endif
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vec3 normal = normal_attrib * normal_mult;
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vec3 normal = normal_attrib;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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vec3 tangent = tangent_attrib.xyz;
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tangent *= normal_mult;
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float binormalf = tangent_attrib.a;
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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#endif
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@ -2223,7 +2223,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
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state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
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_render_geometry(e);
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@ -42,8 +42,6 @@ layout(location = 4) in vec2 uv_attrib;
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layout(location = 5) in vec2 uv2_attrib;
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#endif
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uniform float normal_mult;
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#ifdef USE_SKELETON
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layout(location = 6) in uvec4 bone_indices; // attrib:6
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layout(location = 7) in vec4 bone_weights; // attrib:7
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@ -280,11 +278,10 @@ void main() {
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}
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#endif
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vec3 normal = normal_attrib * normal_mult;
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vec3 normal = normal_attrib;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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vec3 tangent = tangent_attrib.xyz;
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tangent *= normal_mult;
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float binormalf = tangent_attrib.a;
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#endif
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