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authorClément Foucault <fclem>2022-09-02 19:20:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-02 19:21:24 +0300
commite02e844f511528a0ff5d57ebbe35d129ae3fae69 (patch)
treef8ba3d408127ccbf5cd978ca4241bcbb79579def
parent07cf3ce92fa257a0cac5565ca1ff857834ce67ce (diff)
Fix T100163: Eevee: Regression: Displacement maps affected by rotation
This was an oversight as the matrix multiplication present in original code was reversed. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15858
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
index cdcdbe50917..52b4edf665f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
@@ -1,6 +1,6 @@
void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
- N = transform_direction(ModelMatrix, N);
+ N = transform_direction(ModelMatrixInverse, N);
result = (height - midlevel) * scale * normalize(N);
/* Apply object scale and orientation. */
result = transform_direction(ModelMatrix, result);