From a3e016e07eba188057b52c3ee579fea8e63e5b9f Mon Sep 17 00:00:00 2001 From: Windy Darian Date: Fri, 20 May 2022 07:17:22 -0400 Subject: [PATCH] Fix normal and tangent blending in blend shapes --- servers/rendering/renderer_rd/shaders/skeleton.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index 4ef6a26443c..a893a66c94f 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -160,7 +160,7 @@ void main() { } if (params.has_tangent) { - blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb; + blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w; } blend_total += w; @@ -174,8 +174,8 @@ void main() { } vertex += blend_vertex; - normal += normalize(normal + blend_normal); - tangent.rgb += normalize(tangent.rgb + blend_tangent); + normal = normalize(normal + blend_normal); + tangent.rgb = normalize(tangent.rgb + blend_tangent); } if (params.has_skeleton) {