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authorClément Foucault <fclem>2022-09-05 10:16:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-05 10:18:44 +0300
commitf0166bc168ed637a1ab74c90ad6b63e89ca6da8e (patch)
treee2640a6c2be9bcdc95d3c5481201e5830985623a
parentb0d9b6f6df230dce727200cb9909da7638d6caba (diff)
Fix T100775: Regression: EEVEE world environment is stretched when using orthographic view
It was using normalized vector instead of `viewCameraVec` which account for orthographic views. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15861
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
index 2a212b757c2..f72ec3064ab 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
@@ -153,7 +153,7 @@ void main()
vec3 attr_load_orco(vec4 orco)
{
/* Retain precision better than g_data.P (see T99128). */
- return transform_direction(ViewMatrixInverse, normalize(viewPosition));
+ return -normal_view_to_world(viewCameraVec(viewPosition));
}
/* Unsupported. */
vec4 attr_load_tangent(vec4 tangent)