summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/scene_forward.glsl
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <remi@verschelde.fr>2021-01-04 14:48:01 +0100
committerGitHub <noreply@github.com>2021-01-04 14:48:01 +0100
commit8cfec72084e134a41467658da1f5ae5f5567a044 (patch)
tree554afef4979510cfa6b17877380feb6f4521680c /servers/rendering/renderer_rd/shaders/scene_forward.glsl
parent321a4d5e79ec0b94e7cf3b2a9edd38bcb9d99ac1 (diff)
parentec6fc059b7c579aeddd3eb88a5dbbf2552b20be1 (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.glsl4
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