vec4 eye_vertex = eye_world_matrix*world_vertex;
gl_Position = clip_eye_matrix*eye_vertex;
- out vec3 world_normal = normal_tf*get_vertex_normal();
- vec3 world_tangent = normal_tf*tangent;
- vec3 world_binormal = cross(world_normal, world_tangent);
- out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
+ out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
+ if(use_normal_map)
+ {
+ vec3 world_tangent = normalize(normal_tf*tangent);
+ vec3 world_binormal = normalize(cross(world_normal, world_tangent));
+ out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
+ }
- vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
+ vec3 eye_pos = world_eye_matrix[3].xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
out float fog_coord = eye_vertex.z;
virtual vec3 get_fragment_normal()
{
+ vec3 normal;
+ float sgn = (gl_FrontFacing ? 1.0 : -1.0);
if(use_normal_map)
- return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
+ return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
else
- return normalize(world_normal);
+ return sgn*normalize(world_normal);
}
virtual IncomingLight get_incoming_light(int index, vec3 world_pos)