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fix prepass normal_mapping #8978

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Jun 29, 2023
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1 change: 1 addition & 0 deletions assets/shaders/array_texture.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ fn fragment(
#endif
#endif
mesh.uv,
view.mip_bias,
);
pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);

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1 change: 1 addition & 0 deletions crates/bevy_pbr/src/render/pbr.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -131,6 +131,7 @@ fn fragment(
#ifdef VERTEX_UVS
uv,
#endif
view.mip_bias,
);
#endif

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3 changes: 2 additions & 1 deletion crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,7 @@ fn apply_normal_mapping(
#ifdef VERTEX_UVS
uv: vec2<f32>,
#endif
mip_bias: f32,
) -> vec3<f32> {
// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
Expand All @@ -94,7 +95,7 @@ fn apply_normal_mapping(
#ifdef VERTEX_UVS
#ifdef STANDARDMATERIAL_NORMAL_MAP
// Nt is the tangent-space normal.
var Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, uv, view_bindings::view.mip_bias).rgb;
var Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, uv, mip_bias).rgb;
if (standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u {
// Only use the xy components and derive z for 2-component normal maps.
Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
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1 change: 1 addition & 0 deletions crates/bevy_pbr/src/render/pbr_prepass.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -107,6 +107,7 @@ fn fragment(in: FragmentInput) -> FragmentOutput {
#ifdef VERTEX_UVS
in.uv,
#endif // VERTEX_UVS
bevy_pbr::prepass_bindings::view.mip_bias,
);

out.normal = vec4(normal * 0.5 + vec3(0.5), 1.0);
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