forked from teamnwah/openmw-tes3coop
Better way of reversing layer UV.
This commit is contained in:
parent
9afdf71af3
commit
6a3eb3b355
1 changed files with 1 additions and 3 deletions
|
@ -335,7 +335,7 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
|
|||
|
||||
float4 albedo = float4(0,0,0,1);
|
||||
|
||||
float2 layerUV = UV * 16;
|
||||
float2 layerUV = float2(UV.x, 1.f-UV.y) * 16; // Reverse Y, required to get proper tangents
|
||||
float2 thisLayerUV;
|
||||
float4 normalTex;
|
||||
|
||||
|
@ -355,8 +355,6 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
|
|||
#endif
|
||||
|
||||
thisLayerUV = layerUV;
|
||||
// required to play nicely with the tangents
|
||||
thisLayerUV.y *= -1;
|
||||
#if @shPropertyBool(use_parallax_@shIterator)
|
||||
thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue