[Bf-blender-cvs] [1d6009d7aab] master: Eevee: Fix tangent being renormalized after interpolation
Clément Foucault
noreply at git.blender.org
Fri Mar 15 22:33:15 CET 2019
Commit: 1d6009d7aab8a29a084abaee3ed37fac1f3e800c
Author: Clément Foucault
Date: Fri Mar 15 22:24:46 2019 +0100
Branches: master
https://developer.blender.org/rB1d6009d7aab8a29a084abaee3ed37fac1f3e800c
Eevee: Fix tangent being renormalized after interpolation
===================================================================
M source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b4f88b3a7bc..377795b7e44 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2971,9 +2971,8 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
outnormal = normal;
return;
}
- float fsign = (gl_FrontFacing ? 1.0 : -1.0);
- tangent.xyz = normalize(tangent.xyz) * fsign;
- vec3 B = tangent.w * cross(normal, tangent.xyz) * fsign;
+ tangent *= (gl_FrontFacing ? 1.0 : -1.0);
+ vec3 B = tangent.w * cross(normal, tangent.xyz);
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
outnormal = normalize(outnormal);
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