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author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-16 00:28:18 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-16 00:33:03 +0300 |
commit | 86646dab7c455e739e5d648d0857bf30fd81afb9 (patch) | |
tree | 143b53b52edc9c43be771a0f6320f9b86b6ef237 /source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl | |
parent | 1d6009d7aab8a29a084abaee3ed37fac1f3e800c (diff) |
Fix T62621 object scale changes tangent node output in Eevee
Normal Matrices were not normalized, leading to non-normalized vector
rotations results.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl index ef7213cd21e..5438da1c007 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -66,8 +66,8 @@ void main() gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz; worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz; - worldNormal = normalize(WorldNormalMatrix * nor); - viewNormal = normalize(NormalMatrix * nor); + worldNormal = WorldNormalMatrix * nor; + viewNormal = NormalMatrix * nor; #endif /* Used for planar reflections */ |