diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index d4079c4b4f5..45802ad3b58 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -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