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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-02 15:32:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-02 15:32:41 +0300 |
commit | 7f366c048a538adc1a6972492e45df2c217f68ff (patch) | |
tree | 9eb47c5ba3ee370b654de35793803dff31acbcdd /source/blender/gpu/shaders | |
parent | a914765221fb370244998c805f0750c2370fbfe4 (diff) |
Fix T63435 Incorrect fresnel and normals for hair strands on EEVEE
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 c64623eeaf7..cf7a83e8a87 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3407,7 +3407,7 @@ void world_normals_get(out vec3 N) /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta)); + float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); N = normalize(worldNormal * sin_theta + B * cos_theta); # else N = gl_FrontFacing ? worldNormal : -worldNormal; |