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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-24 21:19:14 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-24 21:21:06 +0400
commit178bd849bf6fded4c7ffae44eedda2f55afa4629 (patch)
treeff19c6893570f4f92f1928be659918b77c9755f8 /source/blender/nodes
parent61a28ef7643e50178a1d42d0db41d8eaf732debd (diff)
Blender Internal: Revert own previous commit for "Camera Data" node, correct GLSL code for view vector output of "Geometry" node.
Revert 0c7d2de38219. The "Camera Data" node actually gives the location of the point in camera coordinate system. To obtain actual camera data, we can use "Geometry" node instead. Also modify the "Geometry" node, to produce correct view vector output in orthographic GLSL preview.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_camera.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c
index 0f0f191e1e5..d1ff30ef7d1 100644
--- a/source/blender/nodes/shader/nodes/node_shader_camera.c
+++ b/source/blender/nodes/shader/nodes/node_shader_camera.c
@@ -46,9 +46,9 @@ static void node_shader_exec_camera(void *data, int UNUSED(thread), bNode *UNUSE
if (data) {
ShadeInput *shi = ((ShaderCallData *)data)->shi; /* Data we need for shading. */
- copy_v3_v3(out[0]->vec, shi->view); /* get view vector */
+ copy_v3_v3(out[0]->vec, shi->co); /* get view vector */
out[1]->vec[0] = fabs(shi->co[2]); /* get view z-depth */
- out[2]->vec[0] = len_v3(shi->co); /* get view distance */
+ out[2]->vec[0] = normalize_v3(out[0]->vec); /* get view distance */
}
}