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Fix vector type for signed tangent in mobile shader

Bastiaan Olij 3 years ago
parent
commit
708222bb9a
1 changed files with 1 additions and 1 deletions
  1. 1 1
      servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl

+ 1 - 1
servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl

@@ -240,7 +240,7 @@ void main() {
 #endif
 
 #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-	vec3 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+	vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
 	vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
 	float binormalf = sign(signed_tangent_attrib.y);
 	vec3 binormal = normalize(cross(normal, tangent) * binormalf);