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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-03-05 16:29:32 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2016-03-05 16:33:41 +0300 |
commit | 002deb29cbc2fe1045189aef42bf61785c614cb8 (patch) | |
tree | 17801b030551090637c92345465850d0976d6468 /source/blender/gpu | |
parent | 40b748d40f7efddbd07f35081a3264215025ffb8 (diff) |
Fix T47670: cycles GLSL incorrect layer weight / fresnel.
World space and view space normals were mixed up, we should only convert from
world to view space if a custom normal is connected, otherwise it is already in
view space.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 3682f7e0625..51d4706d91e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2413,29 +2413,27 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader) /* fresnel */ -void node_fresnel(float ior, vec3 N, vec3 I, mat4 toworld, out float result) +void node_fresnel(float ior, vec3 N, vec3 I, out float result) { /* handle perspective/orthographic */ vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0); - vec3 normal = (toworld*vec4(N, 0.0)).xyz; float eta = max(ior, 0.00001); - result = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? eta: 1.0/eta); + result = fresnel_dielectric(I_view, N, (gl_FrontFacing)? eta: 1.0/eta); } /* layer_weight */ -void node_layer_weight(float blend, vec3 N, vec3 I, mat4 toworld, out float fresnel, out float facing) +void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing) { /* fresnel */ float eta = max(1.0 - blend, 0.00001); vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0); - vec3 normal = (toworld*vec4(N, 0.0)).xyz; - fresnel = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? 1.0/eta : eta ); + fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing)? 1.0/eta : eta ); /* facing */ - facing = abs(dot(I_view, normal)); + facing = abs(dot(I_view, N)); if(blend != 0.5) { blend = clamp(blend, 0.0, 0.99999); blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend); |