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authorRémi Verschelde <rverschelde@gmail.com>2018-10-24 11:10:03 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-10-24 11:10:16 +0200
commit053da2b487d93138b9ce96f162fbf606d35f0877 (patch)
treee07b0af6ee0dd00692ed2d8c154f2735b2496d8f /drivers/gles2/shaders
parent72db3000a56a6f85d348c218437d1a1dfc0953bf (diff)
GLES2: Fix typo in tangent calculation
Thanks @tagcup for the find. Fixes #23234.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/scene.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 7b57f5d497..a1f0c2680c 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -359,7 +359,7 @@ void main() {
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)), xyz);
+ tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif