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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2015-01-17 16:57:10 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2015-01-17 16:58:48 +0300 |
commit | 448d143ad0e73a9d2c86f84def2b9f89b8332470 (patch) | |
tree | 437a63d0e52bf20d9ae9c060315e042935576bd6 /source/blender/gpu/shaders | |
parent | 82223270a83f76529e0712cedbf128b07c5499ff (diff) |
Fix T43273: vector math cross product inconsistent
GLSL missed the normalization step.
Reviewers: psy-fi, sergey, mont29
Reviewed By: mont29, sergey
Subscribers: mont29
Maniphest Tasks: T43273
Differential Revision: https://developer.blender.org/D1000
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 1e0927d90b3..a79bb239801 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -338,6 +338,7 @@ void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = cross(v1, v2); outval = length(outvec); + outvec /= outval; } void vec_math_normalize(vec3 v, out vec3 outvec, out float outval) |