diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-23 18:13:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-23 18:20:12 +0300 |
commit | e4de0d28c488ae3668c1ea2ac72bed1db222e9d3 (patch) | |
tree | 5e2a21b763f208d2dbf087efbe3a57f519f25945 /source | |
parent | 16fd5fa656af41c519d9e1633a4a7fb5e09904f3 (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.glsl | 3 |
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) { |