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author | Juan Linietsky <reduzio@gmail.com> | 2017-06-12 19:54:35 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-12 19:54:35 -0300 |
commit | fc04e0b1f28823458e735675363fa7a649572a91 (patch) | |
tree | 5d6a4a65a1940712b236f2d2c4b52df69aebb62c /drivers/gles3 | |
parent | 831860695c8404720f4b7d2e0a4d93ad2f308c21 (diff) |
Fix bug breaking shader when skeleton+tangents were used, closes #8673
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 60efc953f9..855b96236a 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -245,7 +245,7 @@ void main() { normal = vec4(normal,0.0) * m; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - tangent.xyz = vec4(tangent.xyz,0.0) * mn; + tangent.xyz = vec4(tangent.xyz,0.0) * m; #endif } #endif |