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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-07 12:13:56 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-09 02:15:17 +0300 |
commit | 618aef1e5820faca452dc86169430120db236ef1 (patch) | |
tree | fd58fbf4dc70bfdf5e36f872adfb9fe632d934ca /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | 73949ffbf33f86fd168e4fa4e7411eaf69a596de (diff) |
Eevee: Fix normal orientation on default shader.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index a212536011b..0d3690e5171 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -11,5 +11,5 @@ void main() vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 diffuse = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); - FragColor = vec4(eevee_surface_lit(worldNormal, diffuse, f0, roughness, 1.0), 1.0); + FragColor = vec4(eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0), 1.0); } |