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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-01-04 14:48:01 +0100 |
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committer | GitHub <noreply@github.com> | 2021-01-04 14:48:01 +0100 |
commit | 8cfec72084e134a41467658da1f5ae5f5567a044 (patch) | |
tree | 554afef4979510cfa6b17877380feb6f4521680c /servers/rendering/renderer_rd/shaders/scene_forward.glsl | |
parent | 321a4d5e79ec0b94e7cf3b2a9edd38bcb9d99ac1 (diff) | |
parent | ec6fc059b7c579aeddd3eb88a5dbbf2552b20be1 (diff) |
Merge pull request #44910 from Geometror/fix-normal-map
fix inconsistent normal map shader variable naming which stopped normal maps from working
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl index 05f7637478..1c12a8a4c7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -1855,7 +1855,7 @@ void main() { vec3 normal_map = vec3(0.5); #endif - float normal_depth = 1.0; + float normal_map_depth = 1.0; vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center @@ -1931,7 +1931,7 @@ FRAGMENT_SHADER_CODE normal_map.xy = normal_map.xy * 2.0 - 1.0; normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth)); + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); #endif |