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area:manualIssues and PRs related to the Manual/Tutorials section of the documentationIssues and PRs related to the Manual/Tutorials section of the documentationenhancementtopic:shaders
Description
Issue description:
The example for skip_vertex_transform stops with a comment:
same as above for binormal and tangent, if normal mapping is used
Yes, the reader could google or gpt the correct algorithms eventually and transcribe them into godot shading language, but please let's have the full example as "how godot does it"
URL to the documentation page (if already existing):
https://docs.godotengine.org/en/4.2/tutorials/shaders/shader_reference/spatial_shader.html
shader_type spatial;
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
// same as above for binormal and tangent, if normal mapping is used
}
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area:manualIssues and PRs related to the Manual/Tutorials section of the documentationIssues and PRs related to the Manual/Tutorials section of the documentationenhancementtopic:shaders