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authorAntony Riakiotakis <kalast@gmail.com>2014-12-31 17:48:05 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-12-31 17:48:16 +0300
commit7f356c20dce083a2ddbb569543e3c93d74b60050 (patch)
tree7c1f829774edae69a910940f31a5c2d16732b950 /source/blender
parent59742167ce926c8898f80e00888e94c4766a9b32 (diff)
Modify shader for texture coordinates of objects to also match the
rendered result more closely (all three parameters should match now)
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 7a4dba5a26a..1e0927d90b3 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2372,13 +2372,13 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
- generated = mtex_2d_mapping(attr_orco);
+ generated = attr_orco * 0.5 + vec3(0.5);
normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz);
uv = attr_uv;
object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
- camera = I;
+ camera = vec3(I.xy, -I.z);
vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
- window = mtex_2d_mapping(projvec.xyz/projvec.w);
+ window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
vec3 shade_I;
shade_view(I, shade_I);