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-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
3 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 0bdf0e50aa..5ed53ad461 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -62,7 +62,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 9aeaa6d978..6d344a8541 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..e6ea2dc037 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 oct) {
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {