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Remove code putting normal map in proper range. This should not have been coupled in the tangent calculation

Ryan McDonough 7 maanden geleden
bovenliggende
commit
44961d5522
1 gewijzigde bestanden met toevoegingen van 1 en 2 verwijderingen
  1. 1 2
      jme3-core/src/main/resources/Common/ShaderLib/TangentUtils.glsllib

+ 1 - 2
jme3-core/src/main/resources/Common/ShaderLib/TangentUtils.glsllib

@@ -6,7 +6,6 @@
 
     //primarily used for terrains, since jme terrains do not store pre-calculated tangents by default (thus the tbnMat cannot be used for PBR light calculation like it is in jme's stock PBR shader)
     vec3 calculateTangentsAndApplyToNormals(in vec3 normalIn, in vec3 worldNorm){
-        vec3 returnNorm = normalize((normalIn.xyz * vec3(2.0) - vec3(1.0)));
 
         vec3 baseNorm = worldNorm.rgb + vec3(0, 0, 1);
         returnNorm *= vec3(-1, -1, 1);
@@ -18,4 +17,4 @@
         return returnNorm;
     }
 
-#endif
+#endif