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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-06-21 22:31:08 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-06-21 22:31:08 +0300 |
commit | 968093ec2f6def428f25437372b1cca5a27eb209 (patch) | |
tree | b1196e0ceb4431fe9aa7622f076490f68f49eb8b /source/blender/gpu/shaders | |
parent | 14ea0c5fccfdbd8d244758709185160e45222dc3 (diff) |
Fix T51862: principled shader GLSL artifacts in ortho mode.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
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 a7ff8c1529f..ef2060122e0 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2630,7 +2630,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0; /* set the viewing vector */ - vec3 V = -normalize(I); + vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0); /* get the tangent */ vec3 Tangent = T; |