Fixing the normal map computation

This commit is contained in:
Sam Gateau 2018-02-08 23:27:12 -08:00
parent f20e1a727e
commit 0e25b7bd35
2 changed files with 2 additions and 3 deletions

View file

@ -154,8 +154,7 @@ vec3 fetchLightmapMap(vec2 uv) {
vec3 normalizedTangent = normalize(<$interpolatedTangent$>.xyz);
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = <$fetchedNormal$>;
<$normal$> = vec3(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z);
// <$normal$> = fetchedNormal;
<$normal$> = vec3(normalizedTangent * localNormal.x + normalizedNormal * localNormal.y + normalizedBitangent * localNormal.z);
}
<@endfunc@>

View file

@ -62,7 +62,7 @@ void main(void) {
vec4 color = vec4(evalSkyboxGlobalColor(
cam._viewInverse,
1.0,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,