diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-16 00:24:46 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-16 00:33:02 +0300 |
commit | 1d6009d7aab8a29a084abaee3ed37fac1f3e800c (patch) | |
tree | 8cd58901ea045c33ea45b8c1d9770b268683dcfa /source | |
parent | 66225e84cfeb6d05ae25cc60c6c467b29afb190b (diff) |
Eevee: Fix tangent being renormalized after interpolation
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 5 |
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); |