fixed a bug with normals in TerrainLighting material
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7796 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -648,7 +648,7 @@ void main(){
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//---------------------
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// normal calculations
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//---------------------
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#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3)
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#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)
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#ifdef TRI_PLANAR_MAPPING
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vec3 normal = calculateNormalTriPlanar(wNormal, wVertex, texCoord);
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#else
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@ -61,7 +61,7 @@ void main(){
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//--------------------------
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// specific to normal maps:
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//--------------------------
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#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3)
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#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)
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vec3 wvTangent = normalize(g_NormalMatrix * inTangent.xyz);
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vec3 wvBinormal = cross(wvNormal, wvTangent);
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