Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/shaders
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/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 23716c8105d..5a0812cb367 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1507,9 +1507,9 @@ void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal)
outnormal = normalize((viewmat*vec4(texnormal, 0.0)).xyz);
}
-void mtex_nspace_object(mat4 viewmat, mat4 obmat, vec3 texnormal, out vec3 outnormal)
+void mtex_nspace_object(vec3 texnormal, out vec3 outnormal)
{
- outnormal = normalize((viewmat*(obmat*vec4(texnormal, 0.0))).xyz);
+ outnormal = normalize(gl_NormalMatrix * texnormal);
}
void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)