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authorClément Foucault <foucault.clem@gmail.com>2019-03-16 00:24:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-16 00:33:02 +0300
commit1d6009d7aab8a29a084abaee3ed37fac1f3e800c (patch)
tree8cd58901ea045c33ea45b8c1d9770b268683dcfa /source/blender
parent66225e84cfeb6d05ae25cc60c6c467b29afb190b (diff)
Eevee: Fix tangent being renormalized after interpolation
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b4f88b3a7bc..377795b7e44 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2971,9 +2971,8 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
outnormal = normal;
return;
}
- float fsign = (gl_FrontFacing ? 1.0 : -1.0);
- tangent.xyz = normalize(tangent.xyz) * fsign;
- vec3 B = tangent.w * cross(normal, tangent.xyz) * fsign;
+ tangent *= (gl_FrontFacing ? 1.0 : -1.0);
+ vec3 B = tangent.w * cross(normal, tangent.xyz);
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
outnormal = normalize(outnormal);