From 5f1faec6ff8f0ffca3a80d80a709f73f40bd48b2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 22 Apr 2024 16:38:02 +0200 Subject: [PATCH] Fix: EEVEE-Next: Tangent normal map node affected by object scale Use the same approach as Legacy EEVEE and normalize the normal before interpolation. Fix #120455 --- .../draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl index 5f23d9e6be1..3fd0e6ee512 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl @@ -18,7 +18,7 @@ void main() init_interface(); interp.P = drw_point_object_to_world(pos); - interp.N = drw_normal_object_to_world(nor); + interp.N = normalize(drw_normal_object_to_world(nor)); #ifdef MAT_VELOCITY vec3 prv, nxt; velocity_local_pos_get(pos, gl_VertexID, prv, nxt);