Environment map S and T are (N.L + 1) / 2 with L the light's vector as
lighting uses it: from the vertex to the light for point and spot lights,
a zero vector staying zero, and the half vector for a light that does
specular. Whether lighting or the light is enabled still doesn't matter
(gpu/lighting/shademap).
The vertex shader ID now carries the type and computation of the shade
mapping lights (the ubershader reads them from u_lightControl), so both
shader caches get a new version.
Fixes the hair shine in iDOLM@STER SP (#12376).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The viewer is at infinity along view space +z, so in world space, where
lighting happens, it's the view matrix's third column rather than
(0,0,1): turning the camera moves the highlights (gpu/lighting/specular).
The shaders read it from u_view.
In a Need for Speed Carbon frame replayed on a PSP, this and the pow
bring the error of the cars from MSE 957 to 120 (Vulkan).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
In many cases, games use lighting just for diffuse or something, this
helps skip what's not needed too. Good improvement in a scene from a
Naruto game.