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-rw-r--r--drivers/gles3/shaders/scene.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl3
3 files changed, 3 insertions, 6 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)
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 56e466ba98..8e6db7583e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -411,13 +411,12 @@ void vertex_shader(vec3 vertex_input,
normal = modelview_normal * normal;
#endif
-#endif
-
#ifdef TANGENT_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)
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index ade40cbf7a..a9e9a617d6 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -408,13 +408,12 @@ 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)