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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-27 16:28:57 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-27 16:28:57 +0200
commit9a4c76ea1211dff442081219d1e1becc111e3018 (patch)
tree0f12c081151a4ba9f8dfb13960e2c98ad2219c96 /scene
parent92f75046378a63b46946e8acbd7c224f027ebfa5 (diff)
Fix flipped binormal in StandardMaterial3D triplanar mapping
This made normal maps on triplanar materials use an inverted Y direction compared to non-triplanar materials.
Diffstat (limited to 'scene')
-rw-r--r--scene/resources/material.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 7027319554..092aba8b33 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -822,9 +822,9 @@ void BaseMaterial3D::_update_shader() {
code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
code += "\tTANGENT = normalize(TANGENT);\n";
- code += "\tBINORMAL = vec3(0.0,-1.0,0.0) * abs(NORMAL.x);\n";
- code += "\tBINORMAL+= vec3(0.0,0.0,1.0) * abs(NORMAL.y);\n";
- code += "\tBINORMAL+= vec3(0.0,-1.0,0.0) * abs(NORMAL.z);\n";
+ code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
+ code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
+ code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
code += "\tBINORMAL = normalize(BINORMAL);\n";
}