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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-29 18:07:41 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-29 18:08:13 +0300 |
commit | 5e96df7d278d31675a9c4285a10fd1a8d131fa40 (patch) | |
tree | 364ad7fa571a422efffe5fcdf736dfe185640563 /source/blender/gpu/shaders | |
parent | 790b15112b630b60e3bb78407f258995685b1990 (diff) |
Eevee: Remove Geometry shader usage for background.
This fix the behaviour of the light path node that separates the probes background from the viewport background.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 48f9a5e0ec9..37f9eb0500b 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3020,9 +3020,7 @@ void node_tex_coord_background( co = normalize(co); -#ifdef PROBE_CAPTURE - vec3 coords = normalize(worldPosition); -#elif defined(WORLD_BACKGROUND) +#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) vec3 coords = (ViewMatrixInverse * co).xyz; #else vec3 coords = (ModelViewMatrixInverse * co).xyz; |