diff --git a/examples/shaders/resources/shaders/glsl100/pbr.vs b/examples/shaders/resources/shaders/glsl100/pbr.vs index 079ccdc70..baf003842 100644 --- a/examples/shaders/resources/shaders/glsl100/pbr.vs +++ b/examples/shaders/resources/shaders/glsl100/pbr.vs @@ -62,7 +62,7 @@ void main() fragTexCoord = vertexTexCoord*2.0; fragNormal = normalize(normalMatrix*vertexNormal); - vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w; + vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz); fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); vec3 fragBinormal = normalize(normalMatrix*vertexBinormal); fragBinormal = cross(fragNormal, fragTangent); diff --git a/examples/shaders/resources/shaders/glsl120/pbr.vs b/examples/shaders/resources/shaders/glsl120/pbr.vs index 4b68ef673..e9750a60a 100644 --- a/examples/shaders/resources/shaders/glsl120/pbr.vs +++ b/examples/shaders/resources/shaders/glsl120/pbr.vs @@ -62,7 +62,7 @@ void main() fragTexCoord = vertexTexCoord*2.0; fragNormal = normalize(normalMatrix*vertexNormal); - vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w; + vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz); fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); vec3 fragBinormal = normalize(normalMatrix*vertexBinormal); fragBinormal = cross(fragNormal, fragTangent); diff --git a/examples/shaders/resources/shaders/glsl330/pbr.vs b/examples/shaders/resources/shaders/glsl330/pbr.vs index a9e65e96c..8aabb6baf 100644 --- a/examples/shaders/resources/shaders/glsl330/pbr.vs +++ b/examples/shaders/resources/shaders/glsl330/pbr.vs @@ -36,7 +36,7 @@ void main() fragTexCoord = vertexTexCoord*2.0; fragNormal = normalize(normalMatrix*vertexNormal); - vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz) * vertexTangent.w; + vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz); fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal); vec3 fragBinormal = normalize(normalMatrix*vertexBinormal); fragBinormal = cross(fragNormal, fragTangent);