Commit 5d647693 authored by chili's avatar chili
Browse files

fixing rgb=>n mapping all shaders


fixing rgb=>n mapping all shaders
parent 263b66a9
...@@ -36,9 +36,8 @@ float4 main(float3 viewPos : Position, float3 n : Normal, float3 tan : Tangent, ...@@ -36,9 +36,8 @@ float4 main(float3 viewPos : Position, float3 n : Normal, float3 tan : Tangent,
); );
// unpack the normal from map into tangent space // unpack the normal from map into tangent space
const float3 normalSample = nmap.Sample(splr, tc).xyz; const float3 normalSample = nmap.Sample(splr, tc).xyz;
n.x = normalSample.x * 2.0f - 1.0f; n = normalSample * 2.0f - 1.0f;
n.y = -normalSample.y * 2.0f + 1.0f; n.y = -n.y;
n.z = normalSample.z;
// bring normal from tanspace into view space // bring normal from tanspace into view space
n = mul(n, tanToView); n = mul(n, tanToView);
} }
......
...@@ -33,15 +33,6 @@ float4 main( float3 viewPos : Position,float3 n : Normal,float2 tc : Texcoord ) ...@@ -33,15 +33,6 @@ float4 main( float3 viewPos : Position,float3 n : Normal,float2 tc : Texcoord )
{ {
// sample normal from map if normal mapping enabled // sample normal from map if normal mapping enabled
if (normalMapEnabled) if (normalMapEnabled)
{
// unpack normal data
const float3 normalSample = nmap.Sample(splr, tc).xyz;
n.x = normalSample.x * 2.0f - 1.0f;
n.y = -normalSample.y * 2.0f + 1.0f;
n.z = -normalSample.z;
n = mul(n, (float3x3) modelView);
}
else
{ {
// unpack normal data // unpack normal data
const float3 normalSample = nmap.Sample(splr, tc).xyz; const float3 normalSample = nmap.Sample(splr, tc).xyz;
......
...@@ -35,9 +35,7 @@ float4 main(float3 viewPos : Position, float3 n : Normal, float3 tan : Tangent, ...@@ -35,9 +35,7 @@ float4 main(float3 viewPos : Position, float3 n : Normal, float3 tan : Tangent,
); );
// unpack normal data // unpack normal data
const float3 normalSample = nmap.Sample(splr, tc).xyz; const float3 normalSample = nmap.Sample(splr, tc).xyz;
n.x = normalSample.x * 2.0f - 1.0f; n = normalSample * 2.0f - 1.0f;
n.y = -normalSample.y * 2.0f + 1.0f;
n.z = normalSample.z;
// bring normal from tanspace into view space // bring normal from tanspace into view space
n = mul(n, tanToView); n = mul(n, tanToView);
} }
......
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