Don't flip the water normal map twice

pull/3235/head
Alexei Kotov 1 month ago
parent c6921d5292
commit f880ada633

@ -715,8 +715,6 @@ namespace MWRender
osg::ref_ptr<osg::Texture2D> normalMap(
new osg::Texture2D(mResourceSystem->getImageManager()->getImage("textures/omw/water_nm.png")));
if (normalMap->getImage())
normalMap->getImage()->flipVertical();
normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
normalMap->setMaxAnisotropy(16);

@ -94,7 +94,6 @@ uniform vec2 screenRes;
void main(void)
{
vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
UV.y *= -1.0;
float shadow = unshadowedLightRatio(linearDepth);

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