SinglePass Lighting: fix GLSL syntax error when parallax mapping is used
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@ -72,6 +72,13 @@ uniform float m_Shininess;
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#endif
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void main(){
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#ifdef NORMALMAP
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mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz));
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vec3 viewDir = normalize(-vPos.xyz * tbnMat);
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#else
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vec3 viewDir = normalize(-vPos.xyz);
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#endif
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vec2 newTexCoord;
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#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) && !defined(VERTEX_LIGHTING)
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@ -79,18 +86,18 @@ void main(){
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#ifdef STEEP_PARALLAX
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#ifdef NORMALMAP_PARALLAX
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//parallax map is stored in the alpha channel of the normal map
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newTexCoord = steepParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
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newTexCoord = steepParallaxOffset(m_NormalMap, viewDir, texCoord, m_ParallaxHeight);
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#else
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//parallax map is a texture
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newTexCoord = steepParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
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newTexCoord = steepParallaxOffset(m_ParallaxMap, viewDir, texCoord, m_ParallaxHeight);
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#endif
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#else
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#ifdef NORMALMAP_PARALLAX
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//parallax map is stored in the alpha channel of the normal map
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newTexCoord = classicParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
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newTexCoord = classicParallaxOffset(m_NormalMap, viewDir, texCoord, m_ParallaxHeight);
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#else
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//parallax map is a texture
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newTexCoord = classicParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
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newTexCoord = classicParallaxOffset(m_ParallaxMap, viewDir, texCoord, m_ParallaxHeight);
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#endif
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#endif
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#else
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@ -160,13 +167,6 @@ void main(){
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vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
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#endif
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#ifdef NORMALMAP
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mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz));
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vec3 viewDir = normalize(-vPos.xyz * tbnMat);
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#else
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vec3 viewDir = normalize(-vPos.xyz);
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#endif
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for( int i = 0;i < NB_LIGHTS; i+=3){
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vec4 lightColor = g_LightData[i];
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vec4 lightData1 = g_LightData[i+1];
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