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authorClément Foucault <foucault.clem@gmail.com>2019-03-16 00:28:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-16 00:33:03 +0300
commit86646dab7c455e739e5d648d0857bf30fd81afb9 (patch)
tree143b53b52edc9c43be771a0f6320f9b86b6ef237 /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
parent1d6009d7aab8a29a084abaee3ed37fac1f3e800c (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/shadow_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 2583c7c8765..a014135742f 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -24,8 +24,8 @@ void main() {
#ifdef MESH_SHADER
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
- viewNormal = normalize(NormalMatrix * nor);
- worldNormal = normalize(WorldNormalMatrix * nor);
+ viewNormal = NormalMatrix * nor;
+ worldNormal = WorldNormalMatrix * nor;
#ifdef USE_ATTR
pass_attr(pos);
#endif