diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index b0d51afae..8f21e7247 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -85,7 +85,9 @@ void main() vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a); adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set -#if @diffuseMapUV == @normalMapUV + // TODO: check not working as the same UV buffer is being bound to different targets + // if diffuseMapUV == normalMapUV +#if 1 // fetch a new normal using updated coordinates normalTex = texture2D(normalMap, adjustedDiffuseUV); viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));