diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag b/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag index 8dc79ecd0..11e69d7eb 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag @@ -65,8 +65,7 @@ varying vec3 wPosition; #if defined(NORMALMAP) || defined(PARALLAXMAP) uniform sampler2D m_NormalMap; - varying vec3 wTangent; - varying vec3 wBinormal; + varying vec4 wTangent; #endif varying vec3 wNormal; @@ -79,7 +78,7 @@ void main(){ vec3 viewDir = normalize(g_CameraPosition - wPosition); #if defined(NORMALMAP) || defined(PARALLAXMAP) - mat3 tbnMat = mat3(normalize(wTangent.xyz) , normalize(wBinormal.xyz) , normalize(wNormal.xyz)); + mat3 tbnMat = mat3(wTangent.xyz, wTangent.w * cross( (wNormal), (wTangent.xyz)), wNormal.xyz); #endif #if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP))) @@ -139,7 +138,7 @@ void main(){ //see http://hub.jmonkeyengine.org/forum/topic/parallax-mapping-fundamental-bug/#post-256898 //for more explanation. vec3 normal = normalize((normalHeight.xyz * vec3(2.0,-2.0,2.0) - vec3(1.0,-1.0,1.0))); - normal = tbnMat * normal; + normal = normalize(tbnMat * normal); //normal = normalize(normal * inverse(tbnMat)); #else vec3 normal = normalize(wNormal); diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert b/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert index d9a7c2785..7f371d5c6 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert @@ -25,8 +25,7 @@ varying vec3 wNormal; varying vec3 wPosition; #if defined(NORMALMAP) || defined(PARALLAXMAP) attribute vec4 inTangent; - varying vec3 wTangent; - varying vec3 wBinormal; + varying vec4 wTangent; #endif void main(){ @@ -55,8 +54,7 @@ void main(){ wNormal = TransformWorld(vec4(modelSpaceNorm,0.0)).xyz; #if defined(NORMALMAP) || defined(PARALLAXMAP) - wTangent = TransformWorld(vec4(modelSpaceTan,0.0)).xyz; - wBinormal = cross(wNormal, wTangent)* inTangent.w; + wTangent = vec4(TransformWorld(vec4(modelSpaceTan,0.0)).xyz,inTangent.w); #endif Color = m_BaseColor;