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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 89977a62b..14be1201f 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"vec3 refl_value = vec3(0.0);\n"
"vec3 spot_dir = vec3(0.0);\n;";
- // Compute fragment normals
+ // Compute fragment normals and tangents
+ const std::string pertubation =
+ "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
- // Bump mapping is enabled using a normal map, read perturbation vector from the selected
- // texture
- out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) +
- ").rgb - 1.0;\n";
+ // Bump mapping is enabled using a normal map
+ out += "vec3 surface_normal = " + pertubation + ";\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result
@@ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
// Bump mapping is enabled using a tangent map
- LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)");
- UNIMPLEMENTED();
+ out += "vec3 surface_tangent = " + pertubation + ";\n";
+ // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
+ // computation below, which is also confirmed on 3DS. So we don't bother recomputing here
+ // even if 'renorm' is enabled.
+
+ // The normal vector is not perturbed by the tangent map and is just a unit vector.
+ out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
} else {
// No bump mapping - surface local normal and tangent are just unit vectors
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";