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author | Dalai Felinto <dfelinto@gmail.com> | 2017-06-26 13:14:19 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-06-26 13:14:21 +0300 |
commit | 6f0b80425b8da760acf9909feba2b0988ddedada (patch) | |
tree | 53242b9a8d11cff282b3db63a5239826c5b53b89 | |
parent | 21f088018a653131793ce159a36938b1d98f75e4 (diff) |
Fix shaders not working in Eevee
Not a single node based shader was working since a recent merge from
master.
The merge brought changes from the principle bsdf shader where
unsupported gl_ProjectionMatrix was still being used.
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 88974148505..abbcfc61518 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2657,7 +2657,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0; /* set the viewing vector */ - vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0); + vec3 V = (ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0); /* get the tangent */ vec3 Tangent = T; |