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>
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Brian Paul

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c3ee464d7a
@@ -422,7 +422,7 @@ _mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
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return;
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case STATE_NORMAL_SCALE:
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ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
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ASSIGN_4V(value, ctx->_ModelViewInvScaleEyespace, 0, 0, 1);
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return;
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case STATE_INTERNAL:
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