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authorclayjohn <claynjohn@gmail.com>2023-10-05 22:05:44 -0600
committerclayjohn <claynjohn@gmail.com>2023-10-05 22:08:36 -0600
commitaf1d81d95a9bced2e4c05488d8117963d1620863 (patch)
tree14d7cd750788bee48ece70a2d43c7b09a0bd8ba1 /drivers/gles3/shaders
parentf2ba8ec6ca2e4ff493cba11f95621d10ab8bb363 (diff)
downloadredot-engine-af1d81d95a9bced2e4c05488d8117963d1620863.tar.gz
Only perform modelview transform on tangent and binormal when vertex shader is in local space
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index c98b5f3ed7..5a1c6c1521 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -417,13 +417,12 @@ void main() {
normal = modelview_normal * normal;
#endif
-#endif
-
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
#endif
+#endif // !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
// Using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)