Ensure double sided normalmaps work, fixes #23760

This commit is contained in:
Juan Linietsky 2018-11-21 08:47:43 -03:00
parent 998d3a30a5
commit 78624ad22c

View file

@ -1585,24 +1585,24 @@ void main() {
float alpha = 1.0;
#if defined(DO_SIDE_CHECK)
float side = gl_FrontFacing ? 1.0 : -1.0;
#else
float side = 1.0;
#endif
#if defined(ALPHA_SCISSOR_USED)
float alpha_scissor = 0.5;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 binormal = normalize(binormal_interp) * side;
vec3 tangent = normalize(tangent_interp) * side;
vec3 binormal = normalize(binormal_interp);// * side;
vec3 tangent = normalize(tangent_interp);// * side;
#else
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
vec3 normal = normalize(normal_interp) * side;
vec3 normal = normalize(normal_interp);
#if defined(DO_SIDE_CHECK)
if (!gl_FrontFacing) {
normal = -normal;
}
#endif
#if defined(ENABLE_UV_INTERP)
vec2 uv = uv_interp;
@ -1658,7 +1658,7 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
#endif