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author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-20 13:26:06 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-20 13:29:09 +0300 |
commit | c17ba4a9032246cc674cdc03a2f39b91b32fecd9 (patch) | |
tree | 09d81d8c0818df35a4b51b2ab603b74dfee1241a /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl | |
parent | 84c2ef0eaf9d9901f6a88c6e095490378ac5d677 (diff) |
T55550: Workbench Shadows are incorrect in first draw cycle
Shadows uses the old location for light_direction. Maybe a merge
conflict.
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 | 2 |
1 files changed, 1 insertions, 1 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 4a1d88c29c1..c72df6b677d 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 @@ -106,7 +106,7 @@ void main() #endif #ifdef V3D_SHADING_SHADOW - float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz); + float light_factor = -dot(normal_viewport, world_data.lights[0].light_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) |