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@@ -16,7 +16,7 @@ layout(location = 0) in vec3 vertex_attrib;
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layout(location = 1) in vec3 normal_attrib;
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 2) in vec4 tangent_attrib;
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#endif
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@@ -76,7 +76,7 @@ layout(location = 3) out vec2 uv_interp;
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layout(location = 4) out vec2 uv2_interp;
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) out vec3 tangent_interp;
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layout(location = 6) out vec3 binormal_interp;
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#endif
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@@ -155,7 +155,7 @@ void main() {
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vec3 normal = normal_attrib * 2.0 - 1.0;
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
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float binormalf = tangent_attrib.a * 2.0 - 1.0;
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vec3 binormal = normalize(cross(normal, tangent) * binormalf);
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@@ -179,7 +179,7 @@ void main() {
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vertex = (vec4(vertex, 1.0) * m).xyz;
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normal = (vec4(normal, 0.0) * m).xyz;
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent = (vec4(tangent, 0.0) * m).xyz;
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binormal = (vec4(binormal, 0.0) * m).xyz;
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@@ -208,7 +208,7 @@ void main() {
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normal = world_normal_matrix * normal;
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent = world_normal_matrix * tangent;
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binormal = world_normal_matrix * binormal;
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@@ -239,7 +239,7 @@ VERTEX_SHADER_CODE
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = modelview_normal * binormal;
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tangent = modelview_normal * tangent;
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@@ -251,7 +251,7 @@ VERTEX_SHADER_CODE
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vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
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normal = mat3(scene_data.inverse_normal_matrix) * normal;
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
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tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
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@@ -263,7 +263,7 @@ VERTEX_SHADER_CODE
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normal_interp = normal;
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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@@ -340,7 +340,7 @@ layout(location = 3) in vec2 uv_interp;
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layout(location = 4) in vec2 uv2_interp;
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#endif
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) in vec3 tangent_interp;
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layout(location = 6) in vec3 binormal_interp;
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#endif
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@@ -1819,7 +1819,7 @@ void main() {
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float alpha = 1.0;
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-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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vec3 binormal = normalize(binormal_interp);
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vec3 tangent = normalize(tangent_interp);
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#else
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@@ -1850,12 +1850,12 @@ void main() {
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vec4 color = color_interp;
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#endif
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-#if defined(NORMALMAP_USED)
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+#if defined(NORMAL_MAP_USED)
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- vec3 normalmap = vec3(0.5);
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+ vec3 normal_map = vec3(0.5);
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#endif
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- float normaldepth = 1.0;
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+ float normal_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
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@@ -1926,12 +1926,12 @@ FRAGMENT_SHADER_CODE
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#endif // !USE_SHADOW_TO_OPACITY
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-#ifdef NORMALMAP_USED
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+#ifdef NORMAL_MAP_USED
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- normalmap.xy = normalmap.xy * 2.0 - 1.0;
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- normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
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+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
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+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
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- normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
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+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth));
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#endif
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