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Merge pull request #2875 from wwylele/bump-skip

gl_shader_gen: don't call SampleTexture when bump map is not used
This commit is contained in:
Weiyi Wang 2017-08-12 01:23:45 +03:00 committed by GitHub
commit 7cd8a65949
1 changed files with 5 additions and 4 deletions

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@ -525,11 +525,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"float geo_factor = 1.0;\n";
// Compute fragment normals and tangents
const std::string pertubation =
"2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
auto Perturbation = [&]() {
return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
};
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
// 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
// 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";
} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
// 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
// computation below, which is also confirmed on 3DS. So we don't bother recomputing here
// even if 'renorm' is enabled.