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authorClément Foucault <foucault.clem@gmail.com>2019-03-27 22:21:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-27 22:21:10 +0300
commitafaa832a85fb5e85d21e31e8923e1c67b2bdc49e (patch)
treebf98a7e8584e82b7c457d53468ba8fcd618bc095 /source/blender/nodes
parent2add3700966b1d621085f9f5bf58b484e12a9e03 (diff)
Fix T62680 Mirrored objects have flipped binormal vectors in LookDev
Pass binormal sign via object info.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index e0021d44e69..7eb5d2b716c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -82,7 +82,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
switch (nm->space) {
case SHD_SPACE_TANGENT:
GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
- GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
+ GPU_link(mat, "node_normal_map", GPU_builtin(GPU_OBJECT_INFO), GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
/* for uniform scale this is sufficient to match Cycles */
GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);