diff --git a/code/renderergl2/glsl/lightall_fp.glsl b/code/renderergl2/glsl/lightall_fp.glsl index ff7fc125..28b59eb7 100644 --- a/code/renderergl2/glsl/lightall_fp.glsl +++ b/code/renderergl2/glsl/lightall_fp.glsl @@ -264,7 +264,8 @@ void main() float NL, NH, NE, EH, attenuation; #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz); + vec3 surfNormal = (!gl_FrontFacing ? var_Normal : -var_Normal).xyz; + mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, surfNormal); viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w); E = normalize(viewDir); #endif @@ -335,7 +336,7 @@ void main() N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0)); N = tangentToWorld * N; #else - N = var_Normal.xyz; + N = surfNormal; #endif N = normalize(N); @@ -361,7 +362,7 @@ void main() #if !defined(USE_LIGHT_VECTOR) ambientColor = lightColor; - float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0); + float surfNL = clamp(dot(surfNormal, L), 0.0, 1.0); // reserve 25% ambient to avoid black areas on normalmaps lightColor *= 0.75;