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authorClément Foucault <foucault.clem@gmail.com>2019-05-17 19:17:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-17 19:17:23 +0300
commit0c4ce8e55e93c76c81f70db64dc8dee52b30a9f3 (patch)
tree73ede483d98e284882193b154b7c0d31db4aee36 /source/blender/draw/engines/eevee/shaders
parentec3940ab0a05e99a01b74c1c7e834e3f448a5d48 (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.glsl4
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);