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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl14
1 files changed, 7 insertions, 7 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 2b4a0204d97..e219e2b9bbe 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
@@ -1,13 +1,13 @@
-void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
+void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal)
{
if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
- outnormal = normal;
+ outnormal = g_data.N;
return;
}
- tangent *= (gl_FrontFacing ? 1.0 : -1.0);
- vec3 B = tangent.w * cross(normal, tangent.xyz) * sign(info.w);
+ tangent *= (FrontFacing ? 1.0 : -1.0);
+ vec3 B = tangent.w * cross(g_data.N, tangent.xyz) * sign(ObjectInfo.w);
- outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
+ outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.N;
outnormal = normalize(outnormal);
}
@@ -21,7 +21,7 @@ void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0);
}
-void node_normal_map_mix(float strength, vec3 newnormal, vec3 oldnormal, out vec3 outnormal)
+void node_normal_map_mix(float strength, vec3 newnormal, out vec3 outnormal)
{
- outnormal = normalize(mix(oldnormal, newnormal, max(strength, 0.0)));
+ outnormal = normalize(mix(g_data.N, newnormal, max(strength, 0.0)));
}