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author | Juan Linietsky <reduzio@gmail.com> | 2015-04-27 08:11:54 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2015-04-27 08:11:54 -0300 |
commit | 0adca0a7c9e44177df4cefd1f414359a4edb419b (patch) | |
tree | 4f63469b814d1b739db657a9753feabc934f5ab6 /drivers/gles2/shaders | |
parent | 82cbee2d2d3254d321efed7fdf5fc714cd3850b5 (diff) |
-made normalmaps easier in 2D, fixes #1467
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 65e40f069b..669ae44621 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -207,7 +207,17 @@ void main() { { +#if defined(USE_NORMALMAP) + vec3 normal_map=vec3(0.0,0.0,1.0); + float normal_depth=1.0; +#endif + FRAGMENT_SHADER_CODE + +#if defined(USE_NORMALMAP) + normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); +#endif + } #ifdef DEBUG_ENCODED_32 highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); |