Browse Source

remving w multiply on the tangent itself

sir-irk 2 months ago
parent
commit
ed509193d9

+ 1 - 1
examples/shaders/resources/shaders/glsl100/pbr.vs

@@ -62,7 +62,7 @@ void main()
 
     fragTexCoord = vertexTexCoord*2.0;
     fragNormal = normalize(normalMatrix*vertexNormal);
-    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
+    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
     fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
     vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
     fragBinormal = cross(fragNormal, fragTangent);

+ 1 - 1
examples/shaders/resources/shaders/glsl120/pbr.vs

@@ -62,7 +62,7 @@ void main()
 
     fragTexCoord = vertexTexCoord*2.0;
     fragNormal = normalize(normalMatrix*vertexNormal);
-    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
+    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
     fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
     vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
     fragBinormal = cross(fragNormal, fragTangent);

+ 1 - 1
examples/shaders/resources/shaders/glsl330/pbr.vs

@@ -36,7 +36,7 @@ void main()
 
     fragTexCoord = vertexTexCoord*2.0;
     fragNormal = normalize(normalMatrix*vertexNormal);
-    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w;
+    vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
     fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
     vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
     fragBinormal = cross(fragNormal, fragTangent);