From 7fb7d20c19e2a022cfc776b5fd98f4850ba83ebc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 13 Mar 2019 23:13:58 +0100 Subject: Eevee: Fix black mesh when tangent is not present In this case, the generic vertex attribute is {0,0,0,1}. So we look for this case. This fixes black text objects with a normal map applied. Also this could help porting sculpt mode drawing to Eevee without supporting normal mapping. Note that will just fix black meshes due to T61870 but objects will not show their normal map. So it's not a fix for this issue. --- source/blender/gpu/intern/gpu_codegen.c | 2 +- source/blender/gpu/shaders/gpu_shader_material.glsl | 6 ++++++ 2 files changed, 7 insertions(+), 1 deletion(-) (limited to 'source/blender') diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index f3386ec3a65..513dfad9d8a 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1001,7 +1001,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u if (input->source == GPU_SOURCE_ATTR && input->attr_first) { if (input->attr_type == CD_TANGENT) { /* silly exception */ BLI_dynstr_appendf( - ds, "\tvar%d%s.xyz = normalize(NormalMatrix * att%d.xyz);\n", + ds, "\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n", input->attr_id, use_geom ? "g" : "", input->attr_id); BLI_dynstr_appendf( ds, "\tvar%d%s.w = att%d.w;\n", diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index d91b6b77b86..5625cbb69c7 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2967,6 +2967,12 @@ void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) { + if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { + outnormal = normal; + return; + } + + tangent.xyz = normalize(tangent.xyz); vec3 B = tangent.w * cross(normal, tangent.xyz); outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; -- cgit v1.2.3