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Commit 3c34ad04 authored by Cosmic Linden's avatar Cosmic Linden
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SL-19808: Move tangent_space_transform calculation to the very end

parent bfdfa8dd
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......@@ -95,18 +95,19 @@ void main()
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
vec3 n = normal_matrix * normal;
vec3 t = normal_matrix * tex_tangent.xyz;
vec3 t = normal_matrix * tangent.xyz;
#endif //HAS_SKIN
vary_tangent = normalize(t);
n = normalize(n);
vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
vary_sign = tangent.w;
vary_normal = normalize(n);
vary_normal = n;
vertex_color = diffuse_color;
......
......@@ -84,18 +84,19 @@ void main()
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vec3 tex_tangent = tangent_space_transform(tangent, normal.xyz, texture_normal_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
vec3 t = (mat*vec4(tex_tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
vec3 n = normal_matrix * normal;
vec3 t = normal_matrix * tex_tangent.xyz;
vec3 t = normal_matrix * tangent.xyz;
#endif
vary_tangent = normalize(t);
n = normalize(n);
vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
vary_sign = tangent.w;
vary_normal = normalize(n);
vary_normal = n;
vertex_color = diffuse_color;
}
......
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