From 203bc00a7dc97723d7240621131555b17cc31138 Mon Sep 17 00:00:00 2001 From: "rem..om" Date: Sun, 25 Mar 2012 12:36:27 +0000 Subject: [PATCH] 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 --- engine/src/core-data/Common/MatDefs/Light/Lighting.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/engine/src/core-data/Common/MatDefs/Light/Lighting.frag b/engine/src/core-data/Common/MatDefs/Light/Lighting.frag index eb1c3fdb2..eac42df22 100644 --- a/engine/src/core-data/Common/MatDefs/Light/Lighting.frag +++ b/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