Lighting material now normalize normal value read from the normal map to avoid banding artifacts

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9261 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent fecf355de2
commit 203bc00a7d
  1. 2
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@ -211,7 +211,7 @@ void main(){
// ***********************
#if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
vec4 normalHeight = texture2D(m_NormalMap, newTexCoord);
vec3 normal = (normalHeight.xyz * vec3(2.0) - vec3(1.0));
vec3 normal = normalize((normalHeight.xyz * vec3(2.0) - vec3(1.0)));
#ifdef LATC
normal.z = sqrt(1.0 - (normal.x * normal.x) - (normal.y * normal.y));
#endif

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