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authorClément Foucault <foucault.clem@gmail.com>2022-05-23 18:13:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-23 18:13:57 +0300
commit5565d79057dfe5676d1c00f89158170ad92d20ad (patch)
tree8ab03ee7acdf6585f1cb94dc6a5afa68beeba049 /source
parentf4d31fbf6ca52065c87a08ced8dd06a56612df4f (diff)
EEVEE: Fix unreported broken normal map node modes
A compilation error was making it impossible to use normal map modes other than tangent.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl3
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)
{