Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2019-03-27 22:21:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-27 22:21:10 +0300
commitafaa832a85fb5e85d21e31e8923e1c67b2bdc49e (patch)
treebf98a7e8584e82b7c457d53468ba8fcd618bc095 /source/blender/gpu
parent2add3700966b1d621085f9f5bf58b484e12a9e03 (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.glsl6
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);