factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.

This commit is contained in:
Azaezel 2016-12-06 23:30:35 -06:00
parent 0db0a53333
commit a5755be681
4 changed files with 0 additions and 20 deletions

View file

@ -291,14 +291,6 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
meta->addStatement( new GenOp( " @ = tMul( @, float3( @.xyz - @ ) );\r\n",
outNegViewTS, objToTangentSpace, inPos, eyePos ) );
// TODO: I'm at a loss at why i need to flip the binormal/y coord
// to get a good view vector for parallax. Lighting works properly
// with the TS matrix as is... but parallax does not.
//
// Someone figure this out!
//
meta->addStatement( new GenOp( " @.y = -@.y;\r\n", outNegViewTS, outNegViewTS ) );
// If we have texture anim matrix the tangent
// space view vector may need to be rotated.
Var *texMat = (Var*)LangElement::find( "texMat" );