Normalized the wNormal and wTangent before computing the TBN mat in the PBRLighting frag shader

This commit is contained in:
Nehon 2016-04-01 22:08:20 +02:00
parent da9d38fee6
commit 556aaa4396

View File

@ -78,7 +78,9 @@ void main(){
vec3 viewDir = normalize(g_CameraPosition - wPosition); vec3 viewDir = normalize(g_CameraPosition - wPosition);
#if defined(NORMALMAP) || defined(PARALLAXMAP) #if defined(NORMALMAP) || defined(PARALLAXMAP)
mat3 tbnMat = mat3(wTangent.xyz, wTangent.w * cross( (wNormal), (wTangent.xyz)), wNormal.xyz); vec3 tan = normalize(wTangent.xyz);
vec3 norm = normalize(wNormal);
mat3 tbnMat = mat3(tan, wTangent.w * cross(norm, tan), norm.xyz);
#endif #endif
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) #if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))