SPLighting.frag: fix syntax error with vertex lighting enabled

experimental
Kirill Vainer 10 years ago
parent 0c846eaf6a
commit 1fec72605f
  1. 20
      jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag

@ -72,17 +72,19 @@ uniform float m_Shininess;
#endif
void main(){
#ifdef NORMALMAP
mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz));
#if !defined(VERTEX_LIGHTING)
#if defined(NORMALMAP)
mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz));
if (!gl_FrontFacing)
{
tbnMat[2] = -tbnMat[2];
}
if (!gl_FrontFacing)
{
tbnMat[2] = -tbnMat[2];
}
vec3 viewDir = normalize(-vPos.xyz * tbnMat);
#else
vec3 viewDir = normalize(-vPos.xyz);
vec3 viewDir = normalize(-vPos.xyz * tbnMat);
#else
vec3 viewDir = normalize(-vPos.xyz);
#endif
#endif
vec2 newTexCoord;

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