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