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authorFabian Bieler <[email protected]>2017-11-23 13:48:00 -0700
committerBrian Paul <[email protected]>2017-12-03 21:13:46 -0700
commitc3ee464d7aa170225b5ec23b53a7f8d07663d428 (patch)
tree04f0396b8b6f0d6ee8e136c8e4fffda6f6133d1e /build-support
parent27888977c1f1104d52caac8f023eeeaad7fabbec (diff)
glsl: Fix gl_NormalScale.
GLSL shaders can access the normal scale factor with the built-in gl_NormalScale. Mesa's modelspace lighting optimization uses a different normal scale factor than defined in the spec. We have to take care not to use this factor for gl_NormalScale. Mesa already defines two seperate states: state.normalScale and state.internal.normalScale. The first is used by the glsl compiler while the later is used by the fixed function T&L pipeline. Previously the only difference was some component swizzling. With this commit state.normalScale always uses the normal scale factor for eyespace lighting. Reviewed-by: Brian Paul <[email protected]>
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