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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index bb192affd..ae67aab05 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -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.