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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 /src/mesa/main/light.c
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]>
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r--src/mesa/main/light.c3
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;
}