gl_shader_gen: don't call SampleTexture when bump map is not used

This commit is contained in:
wwylele 2017-08-11 18:24:24 +03:00
parent 53ef90d1bd
commit 686fb3e78c

View file

@ -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.