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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>
(cherry picked from commit
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| amd | ||
| broadcom | ||
| compiler | ||
| egl | ||
| gallium | ||
| gbm | ||
| getopt | ||
| glx | ||
| gtest | ||
| hgl | ||
| intel | ||
| loader | ||
| mapi | ||
| mesa | ||
| util | ||
| vulkan | ||
| git_sha1.h.in | ||
| Makefile.am | ||
| meson.build | ||
| SConscript | ||