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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:21:09 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:28:06 +0300 |
commit | 7ec7888ff384adccfaca2777c021b40dd726fa8d (patch) | |
tree | ee99e9ce2bd72ebb33ce966d6c4e762c25c473f5 /source/blender/gpu/intern/gpu_codegen.c | |
parent | c9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (diff) |
Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 310c57fdbee..2c42cc654e2 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1118,7 +1118,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u if (input->source == GPU_SOURCE_ATTR && input->attr_first) { if (input->attr_type == CD_TANGENT) { /* silly exception */ BLI_dynstr_appendf(ds, - "\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n", + "\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n", input->attr_id, use_geom ? "g" : "", input->attr_id); |