Fix skinned mesh normal handling in mesh shader (#5095)
# Objective Update pbr mesh shader to use correct normals for skinned meshes. ## Solution Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
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@ -41,9 +41,9 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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out.world_normal = skin_normals(model, vertex.normal);
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out.world_normal = skin_normals(model, vertex.normal);
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#else
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#else
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var model = mesh.model;
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var model = mesh.model;
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out.world_normal = mesh_normal_local_to_world(vertex.normal);
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#endif
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#endif
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out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.world_normal = mesh_normal_local_to_world(vertex.normal);
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out.uv = vertex.uv;
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out.uv = vertex.uv;
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#ifdef VERTEX_TANGENTS
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#ifdef VERTEX_TANGENTS
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out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
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out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
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