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authorJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
commita84ba9c853f972f8e666b17f3e0f875b7282e6c1 (patch)
tree70a5d44acbecc93011333d13dd51b1786d42eae3 /servers/visual/rasterizer.cpp
parent13a848e332092b40956739a08fa0dac3357db950 (diff)
downloadredot-engine-a84ba9c853f972f8e666b17f3e0f875b7282e6c1.tar.gz
Collada
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
Diffstat (limited to 'servers/visual/rasterizer.cpp')
-rw-r--r--servers/visual/rasterizer.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp
index 643968796b..64247c1f2a 100644
--- a/servers/visual/rasterizer.cpp
+++ b/servers/visual/rasterizer.cpp
@@ -98,11 +98,10 @@ RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) {
}
if (p_key.use_xy_normalmap) {
scode+="vec2 ywnormal=tex( fmp_normal_tex,"+uv_str+").wy * vec2(2.0,2.0) - vec2(1.0,1.0);\n";
- scode+="vec3 normal=vec3(ywnormal,sqrt(1 - (ywnormal.x * ywnormal.x) - (ywnormal.y * ywnormal.y) ));\n";
+ scode+="NORMALMAP=vec3(ywnormal,sqrt(1 - (ywnormal.x * ywnormal.x) - (ywnormal.y * ywnormal.y) ));\n";
} else {
- scode+="vec3 normal=tex( fmp_normal_tex,"+uv_str+").xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);\n";
+ scode+="NORMALMAP=tex( fmp_normal_tex,"+uv_str+").xyz * vec3(2.0,2.0,1.0) - vec3(1.0,1.0,0.0);\n";
}
- scode+="NORMAL = mix( NORMAL,mat3(TANGENT,BINORMAL,NORMAL) * normal, fmp_normal);\n";
code+=scode;
}