From 81531d452c54b8dd87c8d45cd5b431372f908274 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 13 Mar 2019 23:42:38 +0100 Subject: [PATCH] Fix T58694 Eevee: Wrong result when using normal map and face is flipped --- source/blender/gpu/shaders/gpu_shader_material.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 5625cbb69c7..b4f88b3a7bc 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2971,9 +2971,9 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm outnormal = normal; return; } - - tangent.xyz = normalize(tangent.xyz); - vec3 B = tangent.w * cross(normal, tangent.xyz); + float fsign = (gl_FrontFacing ? 1.0 : -1.0); + tangent.xyz = normalize(tangent.xyz) * fsign; + vec3 B = tangent.w * cross(normal, tangent.xyz) * fsign; outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; outnormal = normalize(outnormal);