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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-24 13:49:26 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-24 13:56:19 +0400
commit0c7d2de38219641fc41d468eec675933e26a3602 (patch)
tree99f9d597fd9d33b92f9dc1bb3f8ed013322cbc01 /source/blender/gpu/shaders
parentddb3ad9092f245564f3d031050c7aedfd8270cbf (diff)
Blender Internal: Fix shader node "Camera Data" that doesn't consider orthographic view.
Note that Cycles still needs to fix.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f5881cdc923..934b81bd63e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -163,7 +163,7 @@ void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
{
outdepth = abs(co.z);
outdist = length(co);
- outview = normalize(co);
+ outview = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(co): vec3(0.0, 0.0, -1.0);
}
void math_add(float val1, float val2, out float outval)