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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-03-05 16:29:32 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-03-05 16:33:41 +0300
commit002deb29cbc2fe1045189aef42bf61785c614cb8 (patch)
tree17801b030551090637c92345465850d0976d6468 /source/blender/gpu
parent40b748d40f7efddbd07f35081a3264215025ffb8 (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.glsl12
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);