diff --git a/modules/base/shaders/model_fs.glsl b/modules/base/shaders/model_fs.glsl index fe5d414849..f84b508a0c 100644 --- a/modules/base/shaders/model_fs.glsl +++ b/modules/base/shaders/model_fs.glsl @@ -28,7 +28,6 @@ in vec2 vs_st; in vec3 vs_normalViewSpace; in vec4 vs_positionCameraSpace; in float vs_screenSpaceDepth; -in vec3 vs_normalObjSpace; uniform bool performShading = true; uniform vec3 directionToSunViewSpace; @@ -73,7 +72,7 @@ Fragment getFragment() { frag.color.a = opacity; frag.depth = vs_screenSpaceDepth; frag.gPosition = vs_positionCameraSpace; - frag.gNormal = vec4(vs_normalObjSpace, 1.0); + frag.gNormal = vec4(vs_normalViewSpace, 1.0); return frag; diff --git a/modules/base/shaders/model_vs.glsl b/modules/base/shaders/model_vs.glsl index 7d052b9594..0c1c036c5d 100644 --- a/modules/base/shaders/model_vs.glsl +++ b/modules/base/shaders/model_vs.glsl @@ -34,7 +34,6 @@ out vec2 vs_st; out vec3 vs_normalViewSpace; out float vs_screenSpaceDepth; out vec4 vs_positionCameraSpace; -out vec3 vs_normalObjSpace; uniform mat4 modelViewTransform; uniform mat4 projectionTransform;