diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 11 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 11 | 
2 files changed, 12 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 81482e2954..6b960fae33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -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; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 2ad2a015fc..160ae7a215 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -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;  } | 
