Merge pull request #2875 from wwylele/bump-skip
gl_shader_gen: don't call SampleTexture when bump map is not used
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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. | ||||
|   | ||||
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