Move texture sample out of branch in prepare_normal (#5129)

# Objective

This fixes https://github.com/bevyengine/bevy/issues/5127

## Solution

- Moved texture sample out of branch in `prepare_normal()`.


Co-authored-by: DGriffin91 <github@dgdigital.net>
This commit is contained in:
DGriffin91 2022-06-29 02:48:46 +00:00
parent 510ce5e832
commit 072f2e17d3

View File

@ -41,13 +41,13 @@ fn prepare_normal(
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
// Nt is the tangent-space normal.
var Nt: vec3<f32>;
var Nt = textureSample(normal_map_texture, normal_map_sampler, uv).rgb;
if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u) {
// Only use the xy components and derive z for 2-component normal maps.
Nt = vec3<f32>(textureSample(normal_map_texture, normal_map_sampler, uv).rg * 2.0 - 1.0, 0.0);
Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
} else {
Nt = textureSample(normal_map_texture, normal_map_sampler, uv).rgb * 2.0 - 1.0;
Nt = Nt * 2.0 - 1.0;
}
// Normal maps authored for DirectX require flipping the y component
if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u) {