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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 16:31:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:14:41 +0300
commitfdddea676d4fa40668ca82f8ccc5106437d113f2 (patch)
tree2413100e26a03fad62c7e1b7f824916596149052 /source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
parent196dbc0f314e466d1a1a1d9ac93238553fdfe66e (diff)
Cleanup: DRW: Renaming of glsl utility macros
Diffstat (limited to 'source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
index 4107aab03ff..df6a9ce2d76 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
@@ -15,7 +15,7 @@ void main()
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
- vec3 normal = normalize(transform_normal_world_to_view(normal_mat * nor));
+ vec3 normal = normalize(normal_world_to_view(normal_mat * nor));
/* Do lighting at an angle to avoid flat shading on front facing bone. */
const vec3 light = vec3(0.1, 0.1, 0.8);