virtualx-engine/drivers/gles3/shaders
lawnjelly 674327b78f GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.

For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.

For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-23 07:54:58 +01:00
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blend_shape.glsl
canvas.glsl GLES3 fix normal map flipping with nvidia workaround 2020-08-23 07:54:58 +01:00
canvas_shadow.glsl
copy.glsl
cube_to_dp.glsl
cubemap_filter.glsl Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization 2020-01-19 18:55:51 +01:00
effect_blur.glsl
exposure.glsl
lens_distorted.glsl
particles.glsl
resolve.glsl
scene.glsl Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
screen_space_reflection.glsl
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
ssao.glsl
ssao_blur.glsl
ssao_minify.glsl
subsurf_scattering.glsl
tonemap.glsl