diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 326aab4c7c5..b3366a7f99a 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -518,10 +518,9 @@ FRAGMENT_SHADER_CODE - #ifdef USE_LIGHTING - vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping + vec2 light_vec = (inverse(light_matrix)*vec4(normalize(light_uv_interp.zw),0.0,0.0)).xy; //for normal mapping if (normal_used) { normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; @@ -567,7 +566,7 @@ FRAGMENT_SHADER_CODE color*=light; #ifdef USE_SHADOWS - + light_vec = light_uv_interp.zw; //for shadows float angle_to_light = -atan(light_vec.x,light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays