Files
filament/shaders/src/main.vs
Philip Rideout 450fe214f9 Flip the shading normal when det < 0.
This was tested by replacing the node 0 scale in BusterDrone with
[-1, 1, 1].

For future reference, commit f728776 shows when we switched from
transpose(inverse()) to cof(). This was a good change, but before that
particular change, we had a "two wrongs made a right" situation for
mirrored normals.

Fixes #3001.
2020-09-22 16:54:44 -07:00

125 lines
5.1 KiB
GLSL

void main() {
// Initialize the inputs to sensible default values, see material_inputs.vs
MaterialVertexInputs material;
initMaterialVertex(material);
#if defined(HAS_ATTRIBUTE_TANGENTS)
// If the material defines a value for the "normal" property, we need to output
// the full orthonormal basis to apply normal mapping
#if defined(MATERIAL_NEEDS_TBN)
// Extract the normal and tangent in world space from the input quaternion
// We encode the orthonormal basis as a quaternion to save space in the attributes
toTangentFrame(mesh_tangents, material.worldNormal, vertex_worldTangent.xyz);
#if defined(HAS_SKINNING_OR_MORPHING)
if (objectUniforms.morphingEnabled == 1) {
vec3 normal0, normal1, normal2, normal3;
toTangentFrame(mesh_custom4, normal0);
toTangentFrame(mesh_custom5, normal1);
toTangentFrame(mesh_custom6, normal2);
toTangentFrame(mesh_custom7, normal3);
material.worldNormal += objectUniforms.morphWeights.x * normal0;
material.worldNormal += objectUniforms.morphWeights.y * normal1;
material.worldNormal += objectUniforms.morphWeights.z * normal2;
material.worldNormal += objectUniforms.morphWeights.w * normal3;
material.worldNormal = normalize(material.worldNormal);
}
if (objectUniforms.skinningEnabled == 1) {
skinNormal(material.worldNormal, mesh_bone_indices, mesh_bone_weights);
skinNormal(vertex_worldTangent.xyz, mesh_bone_indices, mesh_bone_weights);
}
#endif
// We don't need to normalize here, even if there's a scale in the matrix
// because we ensure the worldFromModelNormalMatrix pre-scales the normal such that
// all its components are < 1.0. This prevents the bitangent to exceed the range of fp16
// in the fragment shader, where we renormalize after interpolation
vertex_worldTangent.xyz = objectUniforms.worldFromModelNormalMatrix * vertex_worldTangent.xyz;
vertex_worldTangent.w = mesh_tangents.w;
material.worldNormal = objectUniforms.worldFromModelNormalMatrix * material.worldNormal;
#else // MATERIAL_NEEDS_TBN
// Without anisotropy or normal mapping we only need the normal vector
toTangentFrame(mesh_tangents, material.worldNormal);
#if defined(HAS_SKINNING_OR_MORPHING)
if (objectUniforms.skinningEnabled == 1) {
skinNormal(material.worldNormal, mesh_bone_indices, mesh_bone_weights);
}
#endif
material.worldNormal = objectUniforms.worldFromModelNormalMatrix * material.worldNormal;
#endif // MATERIAL_HAS_ANISOTROPY || MATERIAL_HAS_NORMAL || MATERIAL_HAS_CLEAR_COAT_NORMAL
#endif // HAS_ATTRIBUTE_TANGENTS
// Invoke user code
materialVertex(material);
// Handle built-in interpolated attributes
#if defined(HAS_ATTRIBUTE_COLOR)
vertex_color = material.color;
#endif
#if defined(HAS_ATTRIBUTE_UV0)
vertex_uv01.xy = material.uv0;
#endif
#if defined(HAS_ATTRIBUTE_UV1)
vertex_uv01.zw = material.uv1;
#endif
// Handle user-defined interpolated attributes
#if defined(VARIABLE_CUSTOM0)
VARIABLE_CUSTOM_AT0 = material.VARIABLE_CUSTOM0;
#endif
#if defined(VARIABLE_CUSTOM1)
VARIABLE_CUSTOM_AT1 = material.VARIABLE_CUSTOM1;
#endif
#if defined(VARIABLE_CUSTOM2)
VARIABLE_CUSTOM_AT2 = material.VARIABLE_CUSTOM2;
#endif
#if defined(VARIABLE_CUSTOM3)
VARIABLE_CUSTOM_AT3 = material.VARIABLE_CUSTOM3;
#endif
// The world position can be changed by the user in materialVertex()
vertex_worldPosition = material.worldPosition.xyz;
#ifdef HAS_ATTRIBUTE_TANGENTS
vertex_worldNormal = material.worldNormal;
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
vertex_lightSpacePosition = computeLightSpacePosition(vertex_worldPosition, vertex_worldNormal,
frameUniforms.lightDirection, frameUniforms.shadowBias.y, getLightFromWorldMatrix());
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DYNAMIC_LIGHTING)
for (uint l = 0u; l < uint(MAX_SHADOW_CASTING_SPOTS); l++) {
vec3 dir = shadowUniforms.directionShadowBias[l].xyz;
float bias = shadowUniforms.directionShadowBias[l].w;
vertex_spotLightSpacePosition[l] = computeLightSpacePosition(vertex_worldPosition,
vertex_worldNormal, dir, bias, getSpotLightFromWorldMatrix(l));
}
#endif
#if defined(VERTEX_DOMAIN_DEVICE)
// The other vertex domains are handled in initMaterialVertex()->computeWorldPosition()
gl_Position = getPosition();
#else
gl_Position = getClipFromWorldMatrix() * getWorldPosition(material);
#endif
#if defined(MATERIAL_HAS_CLIP_SPACE_TRANSFORM)
gl_Position = getClipSpaceTransform(material) * gl_Position;
#endif
// this must happen before we compensate for vulkan below
vertex_position = gl_Position;
#if defined(TARGET_VULKAN_ENVIRONMENT)
// In Vulkan, clip space is Y-down. In OpenGL and Metal, clip space is Y-up.
gl_Position.y = -gl_Position.y;
#endif
gl_Position.z = dot(gl_Position.zw, frameUniforms.clipControl.xy);
}