From 28ea6f60de40ff547a2f014cfcf60f2ec80b146b Mon Sep 17 00:00:00 2001 From: Rye Mutt <rye@alchemyviewer.org> Date: Wed, 30 Dec 2020 12:34:25 -0500 Subject: [PATCH] Apply beq's fix for vertex normals on normal mapped surfaces --- .../app_settings/shaders/class1/deferred/materialV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 7e29ada2055..d7babae03b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -111,7 +111,7 @@ void main() vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #ifdef HAS_NORMAL_MAP vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); - vec3 b = cross(n, t)*tangent.w; + vec3 b = normalize(cross(n, t)*tangent.w); vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); @@ -123,7 +123,7 @@ vary_normal = n; vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP vec3 t = normalize(normal_matrix * tangent.xyz); - vec3 b = cross(n,t)*tangent.w; + vec3 b = normalize(cross(n,t)*tangent.w); //vec3 t = cross(b,n) * binormal.w; vary_mat0 = vec3(t.x, b.x, n.x); -- GitLab