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authorClément Foucault <foucault.clem@gmail.com>2017-06-29 18:07:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-29 18:08:13 +0300
commit5e96df7d278d31675a9c4285a10fd1a8d131fa40 (patch)
tree364ad7fa571a422efffe5fcdf736dfe185640563 /source/blender/gpu/shaders
parent790b15112b630b60e3bb78407f258995685b1990 (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.glsl4
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;