Fix incorrect normal map shading in PBRLighting.#457
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Contributor
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Man... that's awesome...I completely forgot the binormal was computed in the vertex shader... |
Member
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Can we apply the same fix to |
Contributor
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yep I'll take care of it |
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With the new Mikk Tangent Space generator this fix in the shader should produce correct shading results.
BiNormal/biTangent needs to be calculated in the fragment shader and the final normal has to be normalized.
http://i.imgur.com/gz9pRUP.png
https://hub.jmonkeyengine.org/t/normal-map-shading-problems/34947/91