From ec6fc059b7c579aeddd3eb88a5dbbf2552b20be1 Mon Sep 17 00:00:00 2001
From: Hendrik Brucker <hendrik.brucker@mail.de>
Date: Mon, 4 Jan 2021 14:08:01 +0100
Subject: fix inconsistent normal map shader variable naming

---
 servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 2 +-
 servers/rendering/renderer_rd/shaders/canvas.glsl           | 4 ++--
 servers/rendering/renderer_rd/shaders/scene_forward.glsl    | 4 ++--
 3 files changed, 5 insertions(+), 5 deletions(-)

(limited to 'servers/rendering')

diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 508d56cfab..05ffc0086d 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2489,7 +2489,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
 		actions.renames["COLOR"] = "color";
 		actions.renames["NORMAL"] = "normal";
 		actions.renames["NORMAL_MAP"] = "normal_map";
-		actions.renames["NORMAL_MAP_DEPTH"] = "normal_depth";
+		actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
 		actions.renames["TEXTURE"] = "color_texture";
 		actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
 		actions.renames["NORMAL_TEXTURE"] = "normal_texture";
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2a7cae3b4c..9c4e95a7c2 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -497,7 +497,7 @@ void main() {
 	vec2 shadow_vertex = vertex;
 
 	{
-		float normal_depth = 1.0;
+		float normal_map_depth = 1.0;
 
 #if defined(NORMAL_MAP_USED)
 		vec3 normal_map = vec3(0.0, 0.0, 1.0);
@@ -511,7 +511,7 @@ FRAGMENT_SHADER_CODE
 		/* clang-format on */
 
 #if defined(NORMAL_MAP_USED)
-		normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
+		normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
 #endif
 	}
 
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
 
-- 
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