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examples/shaders/resources/shaders Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -99,7 +99,7 @@ vec3 ComputePBR()
9999 vec3 N = normalize (fragNormal);
100100 if (useTexNormal == 1 )
101101 {
102- N = texture2D (normalMap, vec2 (fragTexCoord.x* tiling.x + offset.y , fragTexCoord.y* tiling.y + offset.y)).rgb;
102+ N = texture2D (normalMap, vec2 (fragTexCoord.x* tiling.x + offset.x , fragTexCoord.y* tiling.y + offset.y)).rgb;
103103 N = normalize (N* 2.0 - 1.0 );
104104 N = normalize (N* TBN);
105105 }
Original file line number Diff line number Diff line change @@ -97,7 +97,7 @@ vec3 ComputePBR()
9797 vec3 N = normalize (fragNormal);
9898 if (useTexNormal == 1 )
9999 {
100- N = texture2D (normalMap, vec2 (fragTexCoord.x* tiling.x + offset.y , fragTexCoord.y* tiling.y + offset.y)).rgb;
100+ N = texture2D (normalMap, vec2 (fragTexCoord.x* tiling.x + offset.x , fragTexCoord.y* tiling.y + offset.y)).rgb;
101101 N = normalize (N* 2.0 - 1.0 );
102102 N = normalize (N* TBN);
103103 }
Original file line number Diff line number Diff line change @@ -100,7 +100,7 @@ vec3 ComputePBR()
100100 vec3 N = normalize (fragNormal);
101101 if (useTexNormal == 1 )
102102 {
103- N = texture(normalMap, vec2 (fragTexCoord.x* tiling.x + offset.y , fragTexCoord.y* tiling.y + offset.y)).rgb;
103+ N = texture(normalMap, vec2 (fragTexCoord.x* tiling.x + offset.x , fragTexCoord.y* tiling.y + offset.y)).rgb;
104104 N = normalize (N* 2.0 - 1.0 );
105105 N = normalize (N* TBN);
106106 }
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