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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 16:31:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:14:41 +0300
commitfdddea676d4fa40668ca82f8ccc5106437d113f2 (patch)
tree2413100e26a03fad62c7e1b7f824916596149052 /source/blender/gpu
parent196dbc0f314e466d1a1a1d9ac93238553fdfe66e (diff)
Cleanup: DRW: Renaming of glsl utility macros
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 37e03be7be3..2f80bc95a0c 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2099,7 +2099,7 @@ void node_tex_coord(vec3 I,
out vec3 reflection)
{
generated = attr_orco;
- normal = normalize(transform_normal_world_to_object(wN));
+ normal = normalize(normal_world_to_object(wN));
uv = attr_uv;
object = (obmatinv * (ViewMatrixInverse * vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);