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authorPokechu22 <Pokechu022@gmail.com>2022-04-19 17:46:20 -0700
committerPokechu22 <Pokechu022@gmail.com>2022-04-22 16:54:38 -0700
commit784079853d9daa4d5e4de0b49b610ec0e58a2b0c (patch)
treea6078a76e52a86d89ec2f53b94bab9aeb0894bd0 /Source/Core/VideoBackends/Software/TransformUnit.cpp
parent2a5c77f43ff1d69e78f12f13435a38c5eb2ed854 (diff)
VideoCommon: Add comment explaining why only the first normal gets normalized
Co-authored-by: Scott Mansell <phiren@gmail.com>
Diffstat (limited to 'Source/Core/VideoBackends/Software/TransformUnit.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/TransformUnit.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Software/TransformUnit.cpp b/Source/Core/VideoBackends/Software/TransformUnit.cpp
index e1e6fd68a6..6fcf42df9e 100644
--- a/Source/Core/VideoBackends/Software/TransformUnit.cpp
+++ b/Source/Core/VideoBackends/Software/TransformUnit.cpp
@@ -97,6 +97,11 @@ void TransformNormal(const InputVertexData* src, OutputVertexData* dst)
MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
+ // The scale of the transform matrix is used to control the size of the emboss map effect, by
+ // changing the scale of the transformed binormals (which only get used by emboss map texgens).
+ // By normalising the first transformed normal (which is used by lighting calculations and needs
+ // to be unit length), the same transform matrix can do double duty, scaling for emboss mapping,
+ // and not scaling for lighting.
dst->normal[0].Normalize();
}