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@@ -2070,7 +2070,6 @@ RTLightingFeatGLSL::RTLightingFeatGLSL()
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void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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const MaterialFeatureData &fd )
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{
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{
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- if (fd.features[MFT_ImposterVert]) return;
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MultiLine *meta = new MultiLine;
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MultiLine *meta = new MultiLine;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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@@ -2124,8 +2123,7 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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// If there isn't a normal map then we need to pass
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// If there isn't a normal map then we need to pass
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// the world space normal to the pixel shader ourselves.
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// the world space normal to the pixel shader ourselves.
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- //Temporarily disabled while we figure out how to better handle normals without a normal map
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- /*if ( !fd.features[MFT_NormalMap] )
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+ if ( !fd.features[MFT_NormalMap] )
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{
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{
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Var *outNormal = connectComp->getElement( RT_TEXCOORD );
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Var *outNormal = connectComp->getElement( RT_TEXCOORD );
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outNormal->setName( "wsNormal" );
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outNormal->setName( "wsNormal" );
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@@ -2137,7 +2135,7 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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// Transform the normal to world space.
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// Transform the normal to world space.
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meta->addStatement( new GenOp( " @ = tMul( @, vec4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
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meta->addStatement( new GenOp( " @ = tMul( @, vec4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
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- }*/
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+ }
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}
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}
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