diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:29:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:44:56 +0300 |
commit | 3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38 (patch) | |
tree | 907b10a093fb0489e127edffe93b9a40a46b22d0 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | 337aab59e97412e45f331cd8ec035dd54d87c71c (diff) |
Workbench: Fix xray normal not being normalized.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index 4c034460bd3..e954aa5e9f5 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -42,24 +42,26 @@ void main() vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); + vec3 nor = normalize(normal_viewport); + #ifdef V3D_LIGHTING_MATCAP bool flipped = world_data.matcap_orientation != 0; - vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped); + vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); diffuse_light = texture(matcapImage, matcap_uv).rgb; #endif #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT - vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, I_vs; + vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs; #else vec3 specular_color = vec3(0.0); #endif #ifdef V3D_LIGHTING_STUDIO # ifdef STUDIOLIGHT_ORIENTATION_CAMERA - diffuse_light = get_camera_diffuse_light(world_data, normal_viewport); + diffuse_light = get_camera_diffuse_light(world_data, nor); # endif # ifdef STUDIOLIGHT_ORIENTATION_WORLD - vec3 normal_world = normalWorldMatrix * normal_viewport; + vec3 normal_world = normalWorldMatrix * nor; diffuse_light = get_world_diffuse_light(world_data, normal_world); # endif #endif |