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authorDave Parks <davep@lindenlab.com>2013-06-03 12:50:48 -0500
committerDave Parks <davep@lindenlab.com>2013-06-03 12:50:48 -0500
commitc3f14b915c38a4978745f12f1f816572cce4b5a0 (patch)
treef1a817ec82c8acefc950e724fd5fa3f068fc7181 /indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
parenta16d32e82edb19b6a3df6516c9726ac5913c1689 (diff)
NORSPEC-229 Fix for bad binormals on mirrored surfaces (use tangent calculator instead of binormal calculator, convert binormal centric code to tangent centric)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index 8ba75010a2..10144f3e16 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec3 binormal;
+ATTRIBUTE vec4 tangent;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
@@ -52,8 +52,8 @@ void main()
vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 t = cross(b, n);
+ vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = cross(n, t) * tangent.w;
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);