From 9a4c76ea1211dff442081219d1e1becc111e3018 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 27 Jun 2021 16:28:57 +0200 Subject: Fix flipped binormal in StandardMaterial3D triplanar mapping This made normal maps on triplanar materials use an inverted Y direction compared to non-triplanar materials. --- scene/resources/material.cpp | 6 +++--- 1 file 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"; } -- cgit v1.2.3