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	gl_shader_gen: don't call SampleTexture when bump map is not used
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					 1 changed files with 5 additions and 4 deletions
				
			
		|  | @ -525,11 +525,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|            "float geo_factor = 1.0;\n"; |            "float geo_factor = 1.0;\n"; | ||||||
| 
 | 
 | ||||||
|     // Compute fragment normals and tangents
 |     // Compute fragment normals and tangents
 | ||||||
|     const std::string pertubation = |     auto Perturbation = [&]() { | ||||||
|         "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; |         return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; | ||||||
|  |     }; | ||||||
|     if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { |     if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { | ||||||
|         // Bump mapping is enabled using a normal map
 |         // Bump mapping is enabled using a normal map
 | ||||||
|         out += "vec3 surface_normal = " + pertubation + ";\n"; |         out += "vec3 surface_normal = " + Perturbation() + ";\n"; | ||||||
| 
 | 
 | ||||||
|         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 |         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | ||||||
|         // precision result
 |         // precision result
 | ||||||
|  | @ -543,7 +544,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|         out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; |         out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; | ||||||
|     } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { |     } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { | ||||||
|         // Bump mapping is enabled using a tangent map
 |         // Bump mapping is enabled using a tangent map
 | ||||||
|         out += "vec3 surface_tangent = " + pertubation + ";\n"; |         out += "vec3 surface_tangent = " + Perturbation() + ";\n"; | ||||||
|         // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
 |         // 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
 |         // computation below, which is also confirmed on 3DS. So we don't bother recomputing here
 | ||||||
|         // even if 'renorm' is enabled.
 |         // even if 'renorm' is enabled.
 | ||||||
|  |  | ||||||
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