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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 16:31:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 13:14:41 +0300 |
commit | fdddea676d4fa40668ca82f8ccc5106437d113f2 (patch) | |
tree | 2413100e26a03fad62c7e1b7f824916596149052 /source/blender/gpu | |
parent | 196dbc0f314e466d1a1a1d9ac93238553fdfe66e (diff) |
Cleanup: DRW: Renaming of glsl utility macros
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 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); |