proper decal's normal map blending
@@ -48,5 +48,5 @@ void main()
vec3 rawNormal = (texture(normalTexture, decalTexCoord) * 2.0 - 1.0).xyz;
vec3 worldSpaceNormal = tangentToWorld * rawNormal;
- outNormalMap = vec4(worldSpaceNormal * 0.5 + 0.5, 1.0);
+ outNormalMap = vec4(worldSpaceNormal * 0.5 + 0.5, outDiffuseMap.a);
}
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