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authorJFonS <joan.fonssanchez@gmail.com>2018-06-21 00:12:12 +0200
committerJFonS <joan.fonssanchez@gmail.com>2018-06-21 00:12:12 +0200
commitc8cf71753c4f971c25924addbfe79356e7d2ec4e (patch)
tree0821b1e63b33543b8740b980eb4036c7ec75159e /drivers/gles3
parent0a1c1c660fc6aa0689816e85f2b6791c225c6d63 (diff)
Add render mode to ensure correct normals when using non-uniform scaling
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl12
2 files changed, 13 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index eb8d6c485b..9ad16ac2a2 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -898,6 +898,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index f5481c597c..132e988a5a 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -322,7 +322,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
+
+#if defined(ENSURE_CORRECT_NORMALS)
+ mat3 normal_matrix = mat3(transpose(inverse(world_matrix)));
+ normal = normal_matrix * normal;
+#else
normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
+#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
@@ -394,7 +400,13 @@ VERTEX_SHADER_CODE
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = modelview * vertex;
+
+#if defined(ENSURE_CORRECT_NORMALS)
+ mat3 normal_matrix = mat3(transpose(inverse(modelview)));
+ normal = normal_matrix * normal;
+#else
normal = normalize((modelview * vec4(normal,0.0)).xyz);
+#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)