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author | Bastiaan Olij <mux213@gmail.com> | 2022-08-31 16:35:54 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2022-08-31 16:35:54 +1000 |
commit | 708222bb9a185606e71de2d68d558001b9a32132 (patch) | |
tree | 1b1787d062cfe247794558434518ea5f75bf4660 | |
parent | 8fa9d1ae467632daa5f12b278eb616fd580a94ec (diff) |
Fix vector type for signed tangent in mobile shader
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 0960533917..0ffc72f78f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -240,7 +240,7 @@ void main() { #endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); float binormalf = sign(signed_tangent_attrib.y); vec3 binormal = normalize(cross(normal, tangent) * binormalf); |