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-rw-r--r--src/renderergl2/glsl/dlight_vp.glsl2
-rw-r--r--src/renderergl2/glsl/fogpass_vp.glsl3
-rw-r--r--src/renderergl2/glsl/generic_vp.glsl3
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl9
-rw-r--r--src/renderergl2/glsl/pshadow_vp.glsl2
-rw-r--r--src/renderergl2/glsl/shadowfill_vp.glsl1
6 files changed, 6 insertions, 14 deletions
diff --git a/src/renderergl2/glsl/dlight_vp.glsl b/src/renderergl2/glsl/dlight_vp.glsl
index 9566a04c..c326bd78 100644
--- a/src/renderergl2/glsl/dlight_vp.glsl
+++ b/src/renderergl2/glsl/dlight_vp.glsl
@@ -74,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
void main()
{
vec3 position = attr_Position;
- vec3 normal = attr_Normal * 2.0 - vec3(1.0);
+ vec3 normal = attr_Normal;
#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition(position, normal, attr_TexCoord0.st);
diff --git a/src/renderergl2/glsl/fogpass_vp.glsl b/src/renderergl2/glsl/fogpass_vp.glsl
index 8f7bc728..c8ec9a93 100644
--- a/src/renderergl2/glsl/fogpass_vp.glsl
+++ b/src/renderergl2/glsl/fogpass_vp.glsl
@@ -102,10 +102,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
- normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
- vec3 normal = attr_Normal * 2.0 - vec3(1.0);
+ vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)
diff --git a/src/renderergl2/glsl/generic_vp.glsl b/src/renderergl2/glsl/generic_vp.glsl
index 8543ffd7..859b4363 100644
--- a/src/renderergl2/glsl/generic_vp.glsl
+++ b/src/renderergl2/glsl/generic_vp.glsl
@@ -207,10 +207,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
- normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
- vec3 normal = attr_Normal * 2.0 - vec3(1.0);
+ vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
index b9e839de..59051d7c 100644
--- a/src/renderergl2/glsl/lightall_vp.glsl
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -167,11 +167,6 @@ void main()
#endif
#endif
- normal = normal * 2.0 - vec3(1.0);
-#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- tangent = tangent * 2.0 - vec3(1.0);
-#endif
-
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
@@ -195,13 +190,13 @@ void main()
#endif
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0);
+ vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
+ vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif
diff --git a/src/renderergl2/glsl/pshadow_vp.glsl b/src/renderergl2/glsl/pshadow_vp.glsl
index 0f9940cd..07a49855 100644
--- a/src/renderergl2/glsl/pshadow_vp.glsl
+++ b/src/renderergl2/glsl/pshadow_vp.glsl
@@ -11,5 +11,5 @@ void main()
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_Position = attr_Position;
- var_Normal = attr_Normal * 2.0 - vec3(1.0);
+ var_Normal = attr_Normal;
}
diff --git a/src/renderergl2/glsl/shadowfill_vp.glsl b/src/renderergl2/glsl/shadowfill_vp.glsl
index 7a5cc571..7de901ba 100644
--- a/src/renderergl2/glsl/shadowfill_vp.glsl
+++ b/src/renderergl2/glsl/shadowfill_vp.glsl
@@ -80,7 +80,6 @@ void main()
{
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
- normal = normalize(normal - vec3(0.5));
position = DeformPosition(position, normal, attr_TexCoord0.st);