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Don't flip NV PPL shader Y axis erroneously

This commit is contained in:
Dobrohotov Alexei 2021-05-03 01:34:54 +03:00
parent 7f7041656d
commit ad5ee1aa1c

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@ -56,8 +56,6 @@ void main()
#if @normalMap
vec4 normalTex = texture2D(normalMap, normalMapUV);
// Must flip Y for DirectX format normal maps
normalTex.y = 1.0 - normalTex.y;
vec3 normalizedNormal = normalize(passNormal);
vec3 normalizedTangent = normalize(passTangent.xyz);