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@@ -139,6 +139,8 @@ layout(location = 14) in highp vec4 instance_xform2;
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layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
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#endif
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+#define FLAGS_NON_UNIFORM_SCALE (1 << 4)
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+
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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};
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@@ -242,6 +244,8 @@ uniform highp vec3 compressed_aabb_position;
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uniform highp vec3 compressed_aabb_size;
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uniform highp vec4 uv_scale;
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+uniform highp uint model_flags;
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+
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/* Varyings */
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out highp vec3 vertex_interp;
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@@ -310,7 +314,14 @@ void main() {
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#ifdef NORMAL_USED
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vec3 normal = oct_to_vec3(axis_tangent_attrib.xy * 2.0 - 1.0);
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#endif
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- highp mat3 model_normal_matrix = mat3(model_matrix);
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+
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+ highp mat3 model_normal_matrix;
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+
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+ if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) {
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+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
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+ } else {
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+ model_normal_matrix = mat3(model_matrix);
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+ }
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#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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