@@ -61,7 +61,8 @@ vec2 getMatCapUV(vec3 viewSpacePosition, vec3 normal) {
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void main()
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{
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- vec3 viewSpaceNormal = normalize (transformedNormal);
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+ vec3 normal = normalize (transformedNormal);
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+ {{MODULE_NORMAL}}
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@@ -73,11 +74,11 @@ void main()
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#ifdef DOUBLE_SIDED
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- if (! gl_FrontFacing ) viewSpaceNormal *= - 1.0 ;
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+ if (! gl_FrontFacing ) normal *= - 1.0 ;
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#endif
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#ifdef CALC_SSNORMALS
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- viewSpaceNormal = CalculateScreenSpaceNormals();
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+ normal = CalculateScreenSpaceNormals();
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#endif
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@@ -95,28 +96,28 @@ void main()
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tangent = c1;
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tangent = normalize (tangent);
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- binormal = cross (viewSpaceNormal , tangent);
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+ binormal = cross (normal , tangent);
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binormal = normalize (binormal);
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#endif
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#ifndef CALC_TANGENT
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tangent = normalize (normalMatrix * vTangent);
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vec3 bitangent = normalize (normalMatrix * vBiTangent);
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- binormal = normalize (cross (viewSpaceNormal , bitangent));
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+ binormal = normalize (cross (normal , bitangent));
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#endif
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normalFromMap = normalize (
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tangent * normalFromMap.x
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+ binormal * normalFromMap.y
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- + viewSpaceNormal * normalFromMap.z
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+ + normal * normalFromMap.z
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);
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- vec3 mixedNormal = normalize (viewSpaceNormal + normalFromMap * normalMapIntensity);
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+ vec3 mixedNormal = normalize (normal + normalFromMap * normalMapIntensity);
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- viewSpaceNormal = mixedNormal;
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+ normal = mixedNormal;
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#endif
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- vec4 col = texture(texMatcap, getMatCapUV(viewSpacePosition, viewSpaceNormal ));
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+ vec4 col = texture(texMatcap, getMatCapUV(viewSpacePosition, normal ));
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#ifdef HAS_DIFFUSE_TEXTURE
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col = col* texture(texDiffuse, texCoords);
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