[Bf-blender-cvs] [27109fd209c] master: Eevee: Normalize Tangents after transform to world space
Clément Foucault
noreply at git.blender.org
Fri Mar 22 00:13:41 CET 2019
Commit: 27109fd209ca572445d9ec27b7f220b01001bf5b
Author: Clément Foucault
Date: Thu Mar 21 23:52:44 2019 +0100
Branches: master
https://developer.blender.org/rB27109fd209ca572445d9ec27b7f220b01001bf5b
Eevee: Normalize Tangents after transform to world space
Fix T62621 without breaking everything else.
===================================================================
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 377795b7e44..ccc2b7f8ae5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1776,7 +1776,7 @@ void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
{
- tangent = (toworld * vec4(attr_tangent.xyz, 0.0)).xyz;
+ tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz);
}
void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T)
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