diff options
author | Fabian Bieler <[email protected]> | 2017-11-23 13:48:00 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2017-12-03 21:13:46 -0700 |
commit | c3ee464d7aa170225b5ec23b53a7f8d07663d428 (patch) | |
tree | 04f0396b8b6f0d6ee8e136c8e4fffda6f6133d1e /src/mesa/main/light.c | |
parent | 27888977c1f1104d52caac8f023eeeaad7fabbec (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]>
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r-- | src/mesa/main/light.c | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index f52ed8ed25c..67faf8a1452 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1032,6 +1032,7 @@ static void update_modelview_scale( struct gl_context *ctx ) { ctx->_ModelViewInvScale = 1.0F; + ctx->_ModelViewInvScaleEyespace = 1.0F; if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) { const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv; GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10]; @@ -1040,6 +1041,7 @@ update_modelview_scale( struct gl_context *ctx ) ctx->_ModelViewInvScale = 1.0f / sqrtf(f); else ctx->_ModelViewInvScale = sqrtf(f); + ctx->_ModelViewInvScaleEyespace = 1.0f / sqrtf(f); } } @@ -1216,4 +1218,5 @@ _mesa_init_lighting( struct gl_context *ctx ) ctx->_NeedEyeCoords = GL_FALSE; ctx->_ForceEyeCoords = GL_FALSE; ctx->_ModelViewInvScale = 1.0; + ctx->_ModelViewInvScaleEyespace = 1.0; } |