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authorClément Foucault <foucault.clem@gmail.com>2018-11-19 20:24:08 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-20 15:09:27 +0300
commit566a4a96cb516d7e7981cf78d24fcb7546deaaf4 (patch)
treec8142165227c969e3f185df2bc8585ef9e86c8f8 /source/blender/draw/engines/workbench/shaders
parent86e0d13218d6e9f918ca857890ee1c0aa681091b (diff)
Fix T57891: Radius of strip hair doesn't scale with object scale
Note that this only works fine with uniformly scaled objects. Otherwise, the hair thickness will vary in a weird way depending on viewing angles.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 66b529fcf5e..62040da8524 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,4 +1,5 @@
uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrixInverse;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrixInverse;
@@ -41,6 +42,7 @@ void main()
vec3 pos, tan, binor;
hair_get_pos_tan_binor_time(
(ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz,
pos, tan, binor, time, thickness, thick_time);
/* To "simulate" anisotropic shading, randomize hair normal per strand. */