normal compression makes shading look terrible

This commit is contained in:
Dynamitos
2025-01-29 16:29:58 +01:00
parent e5ac354527
commit 09660ab642
6 changed files with 84 additions and 80 deletions
+8 -5
View File
@@ -125,7 +125,10 @@ struct VertexAttributes
{
float3 position_MS;
#ifndef POS_ONLY
float4 qTangent;
//float4 qTangent;
float3 normal_MS;
float3 tangent_MS;
float3 biTangent_MS;
float3 vertexColor;
float2 texCoords[MAX_TEXCOORDS];
#endif
@@ -138,10 +141,10 @@ struct VertexAttributes
FragmentParameter result;
result.position_CS = clipPos;
#ifndef POS_ONLY
float3x3 tbn = qTangentToMatrix(qTangent);
result.tangent_WS = normalize(mul(transformMatrix, float4(tbn[0], 0)).xyz);
result.biTangent_WS = normalize(mul(transformMatrix, float4(tbn[1], 0)).xyz);
result.normal_WS = normalize(mul(transformMatrix, float4(tbn[2], 0)).xyz);
//float3x3 tbn = qTangentToMatrix(qTangent);
result.tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0)).xyz);
result.biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0)).xyz);
result.normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0)).xyz);
result.vertexColor = vertexColor;
result.position_WS = worldPos.xyz;
result.texCoords0 = float4(texCoords[0], texCoords[1]);