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Corrected calculation of world normal

WestLangley 9 years ago
parent
commit
73cc29aef6
1 changed files with 2 additions and 2 deletions
  1. 2 2
      src/renderers/shaders/ShaderChunk/envmap_vertex.glsl

+ 2 - 2
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl

@@ -1,9 +1,9 @@
 #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
 #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
 
 
-	vec3 worldNormal = transformDirection( objectNormal, modelMatrix );
-
 	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
 	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
 
 
+	vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
+
 	#ifdef ENVMAP_MODE_REFLECTION
 	#ifdef ENVMAP_MODE_REFLECTION
 
 
 		vReflect = reflect( cameraToVertex, worldNormal );
 		vReflect = reflect( cameraToVertex, worldNormal );