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authorDalai Felinto <dfelinto@gmail.com>2017-06-26 13:14:19 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-06-26 13:14:21 +0300
commit6f0b80425b8da760acf9909feba2b0988ddedada (patch)
tree53242b9a8d11cff282b3db63a5239826c5b53b89 /source/blender/gpu
parent21f088018a653131793ce159a36938b1d98f75e4 (diff)
Fix shaders not working in Eevee
Not a single node based shader was working since a recent merge from master. The merge brought changes from the principle bsdf shader where unsupported gl_ProjectionMatrix was still being used.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 88974148505..abbcfc61518 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2657,7 +2657,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
/* set the viewing vector */
- vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
+ vec3 V = (ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
/* get the tangent */
vec3 Tangent = T;