From 1d6009d7aab8a29a084abaee3ed37fac1f3e800c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 15 Mar 2019 22:24:46 +0100 Subject: Eevee: Fix tangent being renormalized after interpolation --- source/blender/gpu/shaders/gpu_shader_material.glsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'source/blender') 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); -- cgit v1.2.3