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author | Windy Darian <WindyDarian@users.noreply.github.com> | 2022-05-20 07:17:22 -0400 |
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committer | Windy Darian <WindyDarian@users.noreply.github.com> | 2022-05-20 07:59:45 -0400 |
commit | a3e016e07eba188057b52c3ee579fea8e63e5b9f (patch) | |
tree | 5f88a98cee576827c225411751866c034970e75b /servers/rendering | |
parent | 29708f79a8581bd126072567c6fe9083e7cec9ae (diff) |
Fix normal and tangent blending in blend shapes
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/skeleton.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index 4ef6a26443..a893a66c94 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -160,7 +160,7 @@ void main() { } if (params.has_tangent) { - blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb; + blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; @@ -174,8 +174,8 @@ void main() { } vertex += blend_vertex; - normal += normalize(normal + blend_normal); - tangent.rgb += normalize(tangent.rgb + blend_tangent); + normal = normalize(normal + blend_normal); + tangent.rgb = normalize(tangent.rgb + blend_tangent); } if (params.has_skeleton) { |