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authorClément Foucault <foucault.clem@gmail.com>2019-03-14 01:42:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-14 18:53:05 +0300
commit81531d452c54b8dd87c8d45cd5b431372f908274 (patch)
tree5e709da1d80657d3338f1d23fa69519791fcaacb /source/blender/gpu
parentbf8a414237f90f8a014b942f8dcaac3a679bda6a (diff)
Fix T58694 Eevee: Wrong result when using normal map and face is flipped
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 5625cbb69c7..b4f88b3a7bc 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2971,9 +2971,9 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
outnormal = normal;
return;
}
-
- tangent.xyz = normalize(tangent.xyz);
- vec3 B = tangent.w * cross(normal, tangent.xyz);
+ float fsign = (gl_FrontFacing ? 1.0 : -1.0);
+ tangent.xyz = normalize(tangent.xyz) * fsign;
+ vec3 B = tangent.w * cross(normal, tangent.xyz) * fsign;
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
outnormal = normalize(outnormal);