diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 01:42:38 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 18:53:05 +0300 |
commit | 81531d452c54b8dd87c8d45cd5b431372f908274 (patch) | |
tree | 5e709da1d80657d3338f1d23fa69519791fcaacb /source | |
parent | bf8a414237f90f8a014b942f8dcaac3a679bda6a (diff) |
Fix T58694 Eevee: Wrong result when using normal map and face is flipped
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 6 |
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); |