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authorClément Foucault <foucault.clem@gmail.com>2018-06-09 13:29:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-09 13:44:56 +0300
commit3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38 (patch)
tree907b10a093fb0489e127edffe93b9a40a46b22d0 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent337aab59e97412e45f331cd8ec035dd54d87c71c (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.glsl10
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