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authorSergey Sharybin <sergey.vfx@gmail.com>2014-09-02 13:34:07 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-09-02 13:41:50 +0400
commitbf0f3a04ccb927ec01a9059e56b0ac4fb80870a0 (patch)
treecb3664dc77cf76cdc28858731a354beab9723993
parent8230ea4858dd6361c057b208d7a31e3d58135079 (diff)
Fix second part of T41068 -- reflection mapping was wrong
Few things: - reflect() takes arguments in this order: N, I, it was swapped in the previous code for some reason. - Normal and view vectors are to be normalized. For the view vector we're now using shade_view() in order to deal with the ortho camera. However, Cycles does not support ortho camera for reflection, but this is easy to do in a separate commit. - Reflection vector is to be in the world space. Kudos to Antony Riakiotakis for figuring this out!
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3866ec2b8ae..a60421a5b29 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2323,8 +2323,11 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
camera = I;
window = gl_FragCoord.xyz;
- reflection = reflect(N, I);
+ vec3 shade_I;
+ shade_view(I, shade_I);
+ vec3 view_reflection = reflect(shade_I, normalize(N));
+ reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz;
}
/* textures */