materialsystem: fix s_NormalizationCubemap generation for ToGL

This commit is contained in:
nillerusr
2022-05-17 14:38:34 +03:00
parent e1206f5c46
commit 432a6b2297
3 changed files with 49 additions and 14 deletions
@@ -201,16 +201,22 @@ float4 main( PS_INPUT i ) : COLOR
#if NORMALMAP == 0
float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
float nDotL = 0.577350f;
float nDotL = dot( worldPosToLightVector, vNormal.xyz );
#endif
#if NORMALMAP == 1
// flashlightfixme: wrap this!
float nDotL = 0.577350f;
float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
float nDotL = dot( tangentPosToLightVector, vNormal.xyz );
#endif
#if NORMALMAP == 2
float nDotL = 0.577350f;
float3 tangentPosToLightVector = normalize( i.tangentPosToLightVector );
float nDotL =
vNormal.x*dot( tangentPosToLightVector, bumpBasis[0]) +
vNormal.y*dot( tangentPosToLightVector, bumpBasis[1]) +
vNormal.z*dot( tangentPosToLightVector, bumpBasis[2]);
#endif
float3 outColor;