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Merge pull request #2729 from yuriks/quaternion-fix
OpenGL: Improve accuracy of quaternion interpolation
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commit
3df85a103a
@ -535,8 +535,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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}
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}
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// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
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// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
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// eyespace
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// eyespace.
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out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n";
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out += "vec3 normal = quaternion_rotate(normalize(normquat), surface_normal);\n";
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// Gets the index into the specified lookup table for specular lighting
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
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@ -1002,7 +1002,9 @@ uniform sampler1D proctex_diff_lut;
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// Rotate the vector v by the quaternion q
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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})";
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}
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)";
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if (config.state.proctex.enable)
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if (config.state.proctex.enable)
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AppendProcTexSampler(out, config);
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AppendProcTexSampler(out, config);
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