From e063385c477b0320ea8836f10acd70cc52d778e4 Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 13 Jul 2026 19:24:49 +0200 Subject: [PATCH] Fix #5965 --- examples/shaders/resources/shaders/glsl100/pbr.fs | 2 +- examples/shaders/resources/shaders/glsl120/pbr.fs | 2 +- examples/shaders/resources/shaders/glsl330/pbr.fs | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/examples/shaders/resources/shaders/glsl100/pbr.fs b/examples/shaders/resources/shaders/glsl100/pbr.fs index 28212bf63..f29cb0e59 100644 --- a/examples/shaders/resources/shaders/glsl100/pbr.fs +++ b/examples/shaders/resources/shaders/glsl100/pbr.fs @@ -99,7 +99,7 @@ vec3 ComputePBR() vec3 N = normalize(fragNormal); if (useTexNormal == 1) { - N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; N = normalize(N*2.0 - 1.0); N = normalize(N*TBN); } diff --git a/examples/shaders/resources/shaders/glsl120/pbr.fs b/examples/shaders/resources/shaders/glsl120/pbr.fs index b36b76bee..450986f1b 100644 --- a/examples/shaders/resources/shaders/glsl120/pbr.fs +++ b/examples/shaders/resources/shaders/glsl120/pbr.fs @@ -97,7 +97,7 @@ vec3 ComputePBR() vec3 N = normalize(fragNormal); if (useTexNormal == 1) { - N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; N = normalize(N*2.0 - 1.0); N = normalize(N*TBN); } diff --git a/examples/shaders/resources/shaders/glsl330/pbr.fs b/examples/shaders/resources/shaders/glsl330/pbr.fs index ceaead308..67254851c 100644 --- a/examples/shaders/resources/shaders/glsl330/pbr.fs +++ b/examples/shaders/resources/shaders/glsl330/pbr.fs @@ -100,7 +100,7 @@ vec3 ComputePBR() vec3 N = normalize(fragNormal); if (useTexNormal == 1) { - N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; N = normalize(N*2.0 - 1.0); N = normalize(N*TBN); }