[iortcw] 240/497: All: Rend2: Change normal/tangent vertex encoding
This is an automated email from the git hooks/post-receive script. smcv pushed a commit to annotated tag 1.42d in repository iortcw. commit 97068322694c6fa144e4214de54347751dd1d212 Author: m4n4t4...@gmail.comDate: Sun Nov 2 14:39:08 2014 + All: Rend2: Change normal/tangent vertex encoding --- MP/code/rend2/glsl/dlight_vp.glsl | 2 +- MP/code/rend2/glsl/fogpass_vp.glsl| 3 +- MP/code/rend2/glsl/generic_vp.glsl| 3 +- MP/code/rend2/glsl/lightall_vp.glsl | 9 +-- MP/code/rend2/glsl/pshadow_vp.glsl| 2 +- MP/code/rend2/glsl/shadowfill_vp.glsl | 1 - MP/code/rend2/tr_extensions.c | 4 +- MP/code/rend2/tr_vbo.c| 136 -- SP/code/rend2/glsl/dlight_vp.glsl | 2 +- SP/code/rend2/glsl/fogpass_vp.glsl| 3 +- SP/code/rend2/glsl/generic_vp.glsl| 3 +- SP/code/rend2/glsl/lightall_vp.glsl | 9 +-- SP/code/rend2/glsl/pshadow_vp.glsl| 2 +- SP/code/rend2/glsl/shadowfill_vp.glsl | 1 - SP/code/rend2/tr_extensions.c | 4 +- SP/code/rend2/tr_vbo.c| 136 -- 16 files changed, 212 insertions(+), 108 deletions(-) diff --git a/MP/code/rend2/glsl/dlight_vp.glsl b/MP/code/rend2/glsl/dlight_vp.glsl index 9566a04..c326bd7 100644 --- a/MP/code/rend2/glsl/dlight_vp.glsl +++ b/MP/code/rend2/glsl/dlight_vp.glsl @@ -74,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) void main() { vec3 position = attr_Position; - vec3 normal = attr_Normal * 2.0 - vec3(1.0); + vec3 normal = attr_Normal; #if defined(USE_DEFORM_VERTEXES) position = DeformPosition(position, normal, attr_TexCoord0.st); diff --git a/MP/code/rend2/glsl/fogpass_vp.glsl b/MP/code/rend2/glsl/fogpass_vp.glsl index 6afc364..eec99de 100644 --- a/MP/code/rend2/glsl/fogpass_vp.glsl +++ b/MP/code/rend2/glsl/fogpass_vp.glsl @@ -108,10 +108,9 @@ void main() #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); - normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; - vec3 normal = attr_Normal * 2.0 - vec3(1.0); + vec3 normal = attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) diff --git a/MP/code/rend2/glsl/generic_vp.glsl b/MP/code/rend2/glsl/generic_vp.glsl index 60f6c99..8dc86d7 100644 --- a/MP/code/rend2/glsl/generic_vp.glsl +++ b/MP/code/rend2/glsl/generic_vp.glsl @@ -213,10 +213,9 @@ void main() #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal= mix(attr_Normal, attr_Normal2, u_VertexLerp); - normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; - vec3 normal= attr_Normal * 2.0 - vec3(1.0); + vec3 normal= attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) diff --git a/MP/code/rend2/glsl/lightall_vp.glsl b/MP/code/rend2/glsl/lightall_vp.glsl index b9e839d..59051d7 100644 --- a/MP/code/rend2/glsl/lightall_vp.glsl +++ b/MP/code/rend2/glsl/lightall_vp.glsl @@ -167,11 +167,6 @@ void main() #endif #endif - normal = normal * 2.0 - vec3(1.0); -#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - tangent = tangent * 2.0 - vec3(1.0); -#endif - #if defined(USE_TCGEN) vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else @@ -195,13 +190,13 @@ void main() #endif #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0); + vec3 bitangent = cross(normal, tangent) * attr_Tangent.w; #endif #if defined(USE_LIGHT_VECTOR) vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); #elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 L = attr_LightDirection * 2.0 - vec3(1.0); + vec3 L = attr_LightDirection; #if defined(USE_MODELMATRIX) L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif diff --git a/MP/code/rend2/glsl/pshadow_vp.glsl b/MP/code/rend2/glsl/pshadow_vp.glsl index 0f9940c..07a4985 100644 --- a/MP/code/rend2/glsl/pshadow_vp.glsl +++ b/MP/code/rend2/glsl/pshadow_vp.glsl @@ -11,5 +11,5 @@ void main() gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_Position = attr_Position; - var_Normal= attr_Normal * 2.0 - vec3(1.0); + var_Normal= attr_Normal; } diff --git a/MP/code/rend2/glsl/shadowfill_vp.glsl b/MP/code/rend2/glsl/shadowfill_vp.glsl index 7a5cc57..7de901b 100644 --- a/MP/code/rend2/glsl/shadowfill_vp.glsl +++ b/MP/code/rend2/glsl/shadowfill_vp.glsl @@ -80,7 +80,6 @@ void main() { vec3 position =
[iortcw] 240/497: All: Rend2: Change normal/tangent vertex encoding
This is an automated email from the git hooks/post-receive script. smcv pushed a commit to annotated tag 1.42d in repository iortcw. commit 97068322694c6fa144e4214de54347751dd1d212 Author: m4n4t4...@gmail.comDate: Sun Nov 2 14:39:08 2014 + All: Rend2: Change normal/tangent vertex encoding --- MP/code/rend2/glsl/dlight_vp.glsl | 2 +- MP/code/rend2/glsl/fogpass_vp.glsl| 3 +- MP/code/rend2/glsl/generic_vp.glsl| 3 +- MP/code/rend2/glsl/lightall_vp.glsl | 9 +-- MP/code/rend2/glsl/pshadow_vp.glsl| 2 +- MP/code/rend2/glsl/shadowfill_vp.glsl | 1 - MP/code/rend2/tr_extensions.c | 4 +- MP/code/rend2/tr_vbo.c| 136 -- SP/code/rend2/glsl/dlight_vp.glsl | 2 +- SP/code/rend2/glsl/fogpass_vp.glsl| 3 +- SP/code/rend2/glsl/generic_vp.glsl| 3 +- SP/code/rend2/glsl/lightall_vp.glsl | 9 +-- SP/code/rend2/glsl/pshadow_vp.glsl| 2 +- SP/code/rend2/glsl/shadowfill_vp.glsl | 1 - SP/code/rend2/tr_extensions.c | 4 +- SP/code/rend2/tr_vbo.c| 136 -- 16 files changed, 212 insertions(+), 108 deletions(-) diff --git a/MP/code/rend2/glsl/dlight_vp.glsl b/MP/code/rend2/glsl/dlight_vp.glsl index 9566a04..c326bd7 100644 --- a/MP/code/rend2/glsl/dlight_vp.glsl +++ b/MP/code/rend2/glsl/dlight_vp.glsl @@ -74,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) void main() { vec3 position = attr_Position; - vec3 normal = attr_Normal * 2.0 - vec3(1.0); + vec3 normal = attr_Normal; #if defined(USE_DEFORM_VERTEXES) position = DeformPosition(position, normal, attr_TexCoord0.st); diff --git a/MP/code/rend2/glsl/fogpass_vp.glsl b/MP/code/rend2/glsl/fogpass_vp.glsl index 6afc364..eec99de 100644 --- a/MP/code/rend2/glsl/fogpass_vp.glsl +++ b/MP/code/rend2/glsl/fogpass_vp.glsl @@ -108,10 +108,9 @@ void main() #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); - normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; - vec3 normal = attr_Normal * 2.0 - vec3(1.0); + vec3 normal = attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) diff --git a/MP/code/rend2/glsl/generic_vp.glsl b/MP/code/rend2/glsl/generic_vp.glsl index 60f6c99..8dc86d7 100644 --- a/MP/code/rend2/glsl/generic_vp.glsl +++ b/MP/code/rend2/glsl/generic_vp.glsl @@ -213,10 +213,9 @@ void main() #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal= mix(attr_Normal, attr_Normal2, u_VertexLerp); - normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; - vec3 normal= attr_Normal * 2.0 - vec3(1.0); + vec3 normal= attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) diff --git a/MP/code/rend2/glsl/lightall_vp.glsl b/MP/code/rend2/glsl/lightall_vp.glsl index b9e839d..59051d7 100644 --- a/MP/code/rend2/glsl/lightall_vp.glsl +++ b/MP/code/rend2/glsl/lightall_vp.glsl @@ -167,11 +167,6 @@ void main() #endif #endif - normal = normal * 2.0 - vec3(1.0); -#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - tangent = tangent * 2.0 - vec3(1.0); -#endif - #if defined(USE_TCGEN) vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else @@ -195,13 +190,13 @@ void main() #endif #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0); + vec3 bitangent = cross(normal, tangent) * attr_Tangent.w; #endif #if defined(USE_LIGHT_VECTOR) vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); #elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 L = attr_LightDirection * 2.0 - vec3(1.0); + vec3 L = attr_LightDirection; #if defined(USE_MODELMATRIX) L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif diff --git a/MP/code/rend2/glsl/pshadow_vp.glsl b/MP/code/rend2/glsl/pshadow_vp.glsl index 0f9940c..07a4985 100644 --- a/MP/code/rend2/glsl/pshadow_vp.glsl +++ b/MP/code/rend2/glsl/pshadow_vp.glsl @@ -11,5 +11,5 @@ void main() gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0); var_Position = attr_Position; - var_Normal= attr_Normal * 2.0 - vec3(1.0); + var_Normal= attr_Normal; } diff --git a/MP/code/rend2/glsl/shadowfill_vp.glsl b/MP/code/rend2/glsl/shadowfill_vp.glsl index 7a5cc57..7de901b 100644 --- a/MP/code/rend2/glsl/shadowfill_vp.glsl +++ b/MP/code/rend2/glsl/shadowfill_vp.glsl @@ -80,7 +80,6 @@ void main() { vec3 position =