SL-19808: Move tangent_space_transform calculation to the very end
parent
bfdfa8dd93
commit
3c34ad044c
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@ -95,18 +95,19 @@ void main()
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metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
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vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
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vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
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#else //HAS_SKIN
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vec3 n = normal_matrix * normal;
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vec3 t = normal_matrix * tex_tangent.xyz;
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vec3 t = normal_matrix * tangent.xyz;
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#endif //HAS_SKIN
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vary_tangent = normalize(t);
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n = normalize(n);
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vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
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vary_sign = tangent.w;
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vary_normal = normalize(n);
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vary_normal = n;
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vertex_color = diffuse_color;
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@ -84,18 +84,19 @@ void main()
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metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
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vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
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vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
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#else //HAS_SKIN
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vec3 n = normal_matrix * normal;
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vec3 t = normal_matrix * tex_tangent.xyz;
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vec3 t = normal_matrix * tangent.xyz;
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#endif
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vary_tangent = normalize(t);
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n = normalize(n);
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vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
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vary_sign = tangent.w;
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vary_normal = normalize(n);
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vary_normal = n;
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vertex_color = diffuse_color;
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}
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