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author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-23 18:13:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-23 18:13:57 +0300 |
commit | 5565d79057dfe5676d1c00f89158170ad92d20ad (patch) | |
tree | 8ab03ee7acdf6585f1cb94dc6a5afa68beeba049 | |
parent | f4d31fbf6ca52065c87a08ced8dd06a56612df4f (diff) |
EEVEE: Fix unreported broken normal map node modes
A compilation error was making it impossible to use normal map modes other
than tangent.
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl index e219e2b9bbe..a54dc59ddfe 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl @@ -1,3 +1,5 @@ + +#ifdef OBINFO_LIB void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal) { if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { @@ -10,6 +12,7 @@ void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal) outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.N; outnormal = normalize(outnormal); } +#endif void color_to_normal_new_shading(vec3 color, out vec3 normal) { |