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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-17 19:17:14 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-17 19:17:23 +0300 |
commit | 0c4ce8e55e93c76c81f70db64dc8dee52b30a9f3 (patch) | |
tree | 73ede483d98e284882193b154b7c0d31db4aee36 /source/blender/draw/engines/eevee/shaders | |
parent | ec3940ab0a05e99a01b74c1c7e834e3f448a5d48 (diff) |
Eevee / Workbench: Fix hair normals
Hair normals were not behaving correctly. This corrects their looks and
fix the node shader geometry that was showing the flat normal.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl | 4 |
1 files changed, 1 insertions, 3 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 0a2785bafca..2b9a325e313 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -47,9 +47,7 @@ void main() hairTime, hairThickness, hairThickTime); - - hairTangent = normalize(hairTangent); - worldNormal = cross(binor, hairTangent); + worldNormal = cross(hairTangent, binor); worldPosition = pos; #else worldPosition = point_object_to_world(pos); |