glsl: Fix gl_NormalScale.

GLSL shaders can access the normal scale factor with the built-in
gl_NormalScale.  Mesa's modelspace lighting optimization uses a different
normal scale factor than defined in the spec.  We have to take care not
to use this factor for gl_NormalScale.

Mesa already defines two seperate states: state.normalScale and
state.internal.normalScale.  The first is used by the glsl compiler
while the later is used by the fixed function T&L pipeline.  Previously
the only difference was some component swizzling.  With this commit
state.normalScale always uses the normal scale factor for eyespace
lighting.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Fabian Bieler
2017-11-23 13:48:00 -07:00
committed by Brian Paul
parent 27888977c1
commit c3ee464d7a
3 changed files with 6 additions and 2 deletions

View File

@@ -422,7 +422,7 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
return;
case STATE_NORMAL_SCALE:
ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
ASSIGN_4V(value, ctx->_ModelViewInvScaleEyespace, 0, 0, 1);
return;
case STATE_INTERNAL: