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authorSergey Sharybin <sergey.vfx@gmail.com>2014-08-22 14:14:08 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-08-22 14:14:08 +0400
commit08c1408f82e26f53de3780c0ccc7b4fbc43220e6 (patch)
treec40247dd7639a30d47a525d3217719462a4429b2 /source
parent28a08e7ae641cb05ddfcc39c4d9e9f2fc8ce20aa (diff)
Fix T41068: 3D viewport shading - Material or Window vs. Rendered
Checked with Brecht, Cycles indeed expects generated to be in 0..1 space instead of -1..1 as it is in BI.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index fe0c7c2b715..3866ec2b8ae 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2317,7 +2317,7 @@ 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 = attr_orco;
+ generated = attr_orco * 0.5 + vec3(0.5, 0.5, 0.5);
normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz);
uv = attr_uv;
object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;