From e698351db24df691dc5ea88a6b011c24dad77ebd Mon Sep 17 00:00:00 2001 From: jsjtxietian Date: Sun, 10 Dec 2023 21:32:36 +0800 Subject: Add model_normal_matrix for fragment shader --- drivers/gles3/shaders/scene.glsl | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'drivers/gles3/shaders') diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 6dd04af6b6..f60e673a38 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -583,6 +583,8 @@ void main() { #define SHADER_IS_SRGB true +#define FLAGS_NON_UNIFORM_SCALE (1 << 4) + /* Varyings */ #if defined(COLOR_USED) @@ -955,6 +957,7 @@ ivec2 multiview_uv(ivec2 uv) { uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; +uniform highp uint model_flags; #if defined(RENDER_MATERIAL) layout(location = 0) out vec4 albedo_output_buffer; @@ -1521,6 +1524,13 @@ void main() { vec3 light_vertex = vertex; #endif //LIGHT_VERTEX_USED + highp mat3 model_normal_matrix; + if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) { + model_normal_matrix = transpose(inverse(mat3(model_matrix))); + } else { + model_normal_matrix = mat3(model_matrix); + } + { #CODE : FRAGMENT } -- cgit v1.2.3