From ac18444c7e14e2d7f5bf347c7a600156d3af6ac7 Mon Sep 17 00:00:00 2001 From: JFonS Date: Wed, 4 Jul 2018 23:18:59 +0200 Subject: [PATCH] Fix regression of 2D light height --- drivers/gles3/shaders/canvas.glsl | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index b3366a7f99a..7aafd28c352 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -520,7 +520,11 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTING - vec2 light_vec = (inverse(light_matrix)*vec4(normalize(light_uv_interp.zw),0.0,0.0)).xy; //for normal mapping + mat3 inverse_light_matrix = mat3(inverse(light_matrix)); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + vec2 light_vec = (inverse_light_matrix * vec3(light_uv_interp.zw,0.0)).xy; //for normal mapping if (normal_used) { normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;