Fix missing basis orthogonalizations in GLSL backend #1177
Merged
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I've encountered shading artifacts in normal mapped MaterialX materials, and upon closer inspection I believe that these are caused by the missing basis orthogonalizations @Tellusim brought to attention in PR #1049.
However, instead of using a second
normalize(cross(..))
call, I've applied the Gram-Schmidt algorithm.Here are some comparisons from the soon-to-be-released test suite for my glTF to USD+MaterialX converter:
The changes can be tested using following model:
NormalTangentMirrorTest.zip
It requires a recent build of MaterialXView as it makes use of the support for explicit bitangents introduced in PR #1156.