REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray
2025-08-11 20:22:31 +02:00
parent 8dae39fbda
commit 9b598f6bcf
62 changed files with 797 additions and 797 deletions

View File

@ -26,7 +26,7 @@ const float normalOffset = 0.1;
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));