X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=7a57b0671eebf1a3b4850cb451785c66a52498ff;hb=ae423e6ef278388f92802fbae34b1c7ec339292f;hp=b83ff3804200fef4acfa270d378cc681c64d280d;hpb=f82ef715f0d7e1e7d0b93be4b7b89c8ce6bba40b;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index b83ff380..7a57b067 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -42,12 +42,15 @@ 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 = (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;