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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-17 19:17:14 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-17 19:17:23 +0300 |
commit | 0c4ce8e55e93c76c81f70db64dc8dee52b30a9f3 (patch) | |
tree | 73ede483d98e284882193b154b7c0d31db4aee36 /source/blender/gpu | |
parent | ec3940ab0a05e99a01b74c1c7e834e3f448a5d48 (diff) |
Eevee / Workbench: Fix hair normals
Hair normals were not behaving correctly. This corrects their looks and
fix the node shader geometry that was showing the flat normal.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
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 94770aa2ebf..b94a7d6cc0a 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2038,7 +2038,7 @@ void node_geometry(vec3 I, position = worldPosition; # ifndef VOLUMETRICS - normal = normalize(gl_FrontFacing ? worldNormal : -worldNormal); + normal = normalize(N); vec3 B = dFdx(worldPosition); vec3 T = dFdy(worldPosition); true_normal = normalize(cross(B, T)); |