import msp_interface;
import shadow;
-const bool use_normal_map = false;
+layout(constant_id=auto) const bool use_normal_map = false;
#pragma MSP stage(vertex)
vec4 get_vertex_position()
out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
- out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
out float fog_coord = eye_vertex.z;
for(int i=0; i<max_clip_planes; ++i)
vec3 get_fragment_normal()
{
if(use_normal_map)
- return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
+ return normalize(texture(normal_map, texcoord.xy).xyz*2.0-1.0);
else
return vec3(0.0, 0.0, 1.0);
}