Adding a clamp to 0 to the computed y coordinate while unpacking the normal map

This commit is contained in:
Sam Gateau 2019-09-06 10:57:54 -07:00
parent 19c7502998
commit 85c18f1033

View file

@ -111,7 +111,7 @@ vec3 fetchNormalMap(vec2 uv) {
// unpack normal, swizzle to get into hifi tangent space with Y axis pointing out
vec2 t = 2.0 * (texture(normalMap, uv, TAA_TEXTURE_LOD_BIAS).rg - vec2(0.5, 0.5));
vec2 t2 = t*t;
return vec3(t.x, sqrt(1.0 - t2.x - t2.y), t.y);
return vec3(t.x, sqrt(max(0.0, 1.0 - t2.x - t2.y)), t.y);
}
<@endif@>