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authorAntony Riakiotakis <kalast@gmail.com>2014-10-21 17:00:12 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-10-21 17:00:29 +0400
commit64dc1fd4082baaf7064505d8aff679ffabede8c3 (patch)
tree76f0b2ae6bfda598864654635551468f39faa4a4 /source/blender/gpu/intern/gpu_material.c
parentbae0f904eece736e27ab379d73d78ffd90de626e (diff)
Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate.
tangents are directions and should be transformed like directions.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index f91fd7a8c1e..32d7e04aeea 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1169,7 +1169,7 @@ static void do_material_tex(GPUShadeInput *shi)
}
else if (mtex->normapspace == MTEX_NSPACE_OBJECT) {
/* transform normal by object then view matrix */
- GPU_link(mat, "mtex_nspace_object", GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), tnor, &newnor);
+ GPU_link(mat, "mtex_nspace_object", tnor, &newnor);
}
else if (mtex->normapspace == MTEX_NSPACE_WORLD) {
/* transform normal by view matrix */