Skip to content

Commit

Permalink
Merge pull request #1303 from ale64bit/patch-1
Browse files Browse the repository at this point in the history
Fix typo in normal vector calculation example
  • Loading branch information
pjcozzi committed Apr 2, 2018
2 parents b2b58be + c36737d commit 09a404d
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion specification/2.0/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -2643,7 +2643,7 @@ A set of parameter values that are used to define the metallic-roughness materia

#### material.normalTexture

A tangent space normal map. The texture contains RGB components in linear space. Each texel represents the XYZ components of a normal vector in tangent space. Red [0 to 255] maps to X [-1 to 1]. Green [0 to 255] maps to Y [-1 to 1]. Blue [128 to 255] maps to Z [1/255 to 1]. The normal vectors use OpenGL conventions where +X is right and +Y is up. +Z points toward the viewer. In GLSL, this vector would be unpacked like so: `float3 normalVector = tex2D(normalMap, texCoord) * 2 - 1`. Client implementations should normalize the normal vectors before using them in lighting equations.
A tangent space normal map. The texture contains RGB components in linear space. Each texel represents the XYZ components of a normal vector in tangent space. Red [0 to 255] maps to X [-1 to 1]. Green [0 to 255] maps to Y [-1 to 1]. Blue [128 to 255] maps to Z [1/255 to 1]. The normal vectors use OpenGL conventions where +X is right and +Y is up. +Z points toward the viewer. In GLSL, this vector would be unpacked like so: `vec3 normalVector = tex2D(normalMap, texCoord) * 2 - 1`. Client implementations should normalize the normal vectors before using them in lighting equations.

* **Type**: `object`
* **Required**: No
Expand Down

0 comments on commit 09a404d

Please sign in to comment.