diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-03 13:29:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-03 14:36:04 +0300 |
commit | 967b84534a746ea2f5b37ad0c80ad680362b571a (patch) | |
tree | 230a97a3c1ff5cc79455ae3b42cc697f0015000f /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl | |
parent | e30f25ba22efae0c749c3dcecf6fb4ecf60e853e (diff) |
Workbench: Fix wrong shading shadoow direction.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl index c72df6b677d..bf856fbb212 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl @@ -106,12 +106,10 @@ void main() #endif #ifdef V3D_SHADING_SHADOW - float light_factor = -dot(normal_viewport, world_data.lights[0].light_direction_vs.xyz); + float light_factor = -dot(normal_viewport, world_data.shadow_direction_vs.xyz); /* The step function might be ok for meshes but it's * clearly not the case for hairs. Do smoothstep in this case. */ - float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0) - ? step(-shadowShift, -light_factor) - : smoothstep(1.0, shadowShift, light_factor); + float shadow_mix = smoothstep(1.0, shadowShift, light_factor); float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix); #else /* V3D_SHADING_SHADOW */ |