diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-02 15:32:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-02 15:32:41 +0300 |
commit | 7f366c048a538adc1a6972492e45df2c217f68ff (patch) | |
tree | 9eb47c5ba3ee370b654de35793803dff31acbcdd /source/blender/gpu | |
parent | a914765221fb370244998c805f0750c2370fbfe4 (diff) |
Fix T63435 Incorrect fresnel and normals for hair strands on EEVEE
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
2 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index aef68333b6f..a77bba5ab86 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -892,7 +892,13 @@ static char *code_generate_fragment(GPUMaterial *material, BLI_dynstr_append(ds, "\t#define invlocaltoviewmat ModelViewMatrixInverse\n"); } if (builtins & GPU_VIEW_NORMAL) { + BLI_dynstr_append(ds, "#ifdef HAIR_SHADER\n"); + BLI_dynstr_append(ds, "\tvec3 n;\n"); + BLI_dynstr_append(ds, "\tworld_normals_get(n);\n"); + BLI_dynstr_append(ds, "\tvec3 facingnormal = transform_direction(ViewMatrix, n);\n"); + BLI_dynstr_append(ds, "#else\n"); BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n"); + BLI_dynstr_append(ds, "#endif\n"); } if (builtins & GPU_VIEW_POSITION) { BLI_dynstr_append(ds, "\t#define viewposition viewPosition\n"); diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index c64623eeaf7..cf7a83e8a87 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3407,7 +3407,7 @@ void world_normals_get(out vec3 N) /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta)); + float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); N = normalize(worldNormal * sin_theta + B * cos_theta); # else N = gl_FrontFacing ? worldNormal : -worldNormal; |