diff options
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 32721c892b..b2b9458ed2 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -2,6 +2,7 @@ [vertex] #ifdef USE_GLES_OVER_GL +#define lowp #define mediump #define highp #else @@ -353,6 +354,10 @@ void main() { uv2_interp = uv2_attrib; #endif +#ifdef OVERRIDE_POSITION + highp vec4 position; +#endif + #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = world_matrix * vertex; normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); @@ -640,7 +645,12 @@ VERTEX_SHADER_CODE #endif //fog #endif //use vertex lighting + +#ifdef OVERRIDE_POSITION + gl_Position = position; +#else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif } /* clang-format off */ @@ -653,6 +663,7 @@ VERTEX_SHADER_CODE #endif #ifdef USE_GLES_OVER_GL +#define lowp #define mediump #define highp #else @@ -1252,7 +1263,7 @@ LIGHT_SHADER_CODE float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH); //float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); - float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL)) + float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); #else float alpha = roughness * roughness; |