X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=7a57b0671eebf1a3b4850cb451785c66a52498ff;hb=139924448ef4753b3942da07091a2630a037c034;hp=481d86c48a604bfe2b1622836a72aaee3a94ffe5;hpb=caa1348f9478fcd834a1fdcbafed7cccf6b582e2;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 481d86c4..7a57b067 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -42,10 +42,13 @@ void standard_transform() 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 = world_eye_matrix[3].xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);