Merge pull request #68830 from Ayush-singla27/issuebranch

fixed incorrect mesh normals in shaders
This commit is contained in:
Rémi Verschelde 2022-11-20 11:35:52 +01:00
commit 3a43d44656
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GPG Key ID: C3336907360768E1
4 changed files with 4 additions and 4 deletions

View File

@ -102,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return v;
return normalize(v);
}
#ifdef USE_INSTANCING

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@ -62,7 +62,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return v;
return normalize(v);
}
/* Varyings */

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@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return v;
return normalize(v);
}
/* Varyings */

View File

@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 oct) {
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
return v;
return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {