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authorJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
commita84ba9c853f972f8e666b17f3e0f875b7282e6c1 (patch)
tree70a5d44acbecc93011333d13dd51b1786d42eae3 /drivers/gles2/shaders
parent13a848e332092b40956739a08fa0dac3357db950 (diff)
Collada
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/material.glsl9
1 files changed, 9 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index 63ff4a5f47..bf82822378 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -819,6 +819,10 @@ void main() {
vec4 color = color_interp;
#endif
+#if defined(ENABLE_NORMALMAP)
+
+ vec3 normalmap = vec3(0.0);
+#endif
@@ -833,6 +837,11 @@ FRAGMENT_SHADER_CODE
}
+#if defined(ENABLE_NORMALMAP)
+
+ normal = normalize( tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z ) * side;
+#endif
+
#if defined(ENABLE_DISCARD)
if (discard_) {
//easy to eliminate dead code