diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-27 22:21:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-27 22:21:10 +0300 |
commit | afaa832a85fb5e85d21e31e8923e1c67b2bdc49e (patch) | |
tree | bf98a7e8584e82b7c457d53468ba8fcd618bc095 /source/blender/gpu | |
parent | 2add3700966b1d621085f9f5bf58b484e12a9e03 (diff) |
Fix T62680 Mirrored objects have flipped binormal vectors in LookDev
Pass binormal sign via object info.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 889a17ef549..b595e916aad 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2977,7 +2977,7 @@ void node_light_falloff(float strength, float tsmooth, out float quadratic, out constant = strength; } -void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object_index, out float material_index, out float random) +void node_object_info(mat4 obmat, vec4 info, out vec3 location, out float object_index, out float material_index, out float random) { location = obmat[3].xyz; object_index = info.x; @@ -2985,14 +2985,14 @@ void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object random = info.z; } -void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) +void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) { if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { outnormal = normal; return; } tangent *= (gl_FrontFacing ? 1.0 : -1.0); - vec3 B = tangent.w * cross(normal, tangent.xyz); + vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w; outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; outnormal = normalize(outnormal); |