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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-10 16:50:30 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-10 16:50:30 +0300
commit668ffcd6e94cb843bf7d00a7bc5a5f454dd5e49a (patch)
tree90df2c406f9eb6141defa0f5f6d6586451b4cbc7 /source/blender/nodes
parent01bda15832bf2084618fdbf242cd550f0ebbf727 (diff)
Fix for wrong flip of Normal node Dot output for new shading system
It was wrong to use invert(), we need to multiply by -1 instead.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal.c b/source/blender/nodes/shader/nodes/node_shader_normal.c
index fcd738f0b15..847d2e6a5de 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal.c
@@ -63,8 +63,8 @@ static int gpu_shader_normal(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecDat
GPUNodeLink *vec = GPU_uniform(out[0].vec);
int ret = GPU_stack_link(mat, "normal", in, out, vec);
if (ret && GPU_material_use_new_shading_nodes(mat)) {
- float fac[3] = {1.0f, 0.0f, 0.0f};
- GPU_link(mat, "invert", GPU_uniform(fac), out[1].link, &out[1].link);
+ float fac[3] = {-1.0f, -1.0f, -1.0f};
+ GPU_link(mat, "math_multiply", GPU_uniform(fac), out[1].link, &out[1].link);
}
return ret;
}