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author | Juan Linietsky <reduzio@gmail.com> | 2014-10-14 01:01:25 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-10-14 01:01:25 -0300 |
commit | a84ba9c853f972f8e666b17f3e0f875b7282e6c1 (patch) | |
tree | 70a5d44acbecc93011333d13dd51b1786d42eae3 /servers/visual/rasterizer.cpp | |
parent | 13a848e332092b40956739a08fa0dac3357db950 (diff) | |
download | redot-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.cpp | 5 |
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; } |