diff options
author | Andrea Weikert <elubie@gmx.net> | 2013-09-20 15:55:43 +0400 |
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committer | Andrea Weikert <elubie@gmx.net> | 2013-09-20 15:55:43 +0400 |
commit | cdc2cf4fd3460d48f8613d08001249ccbfec515e (patch) | |
tree | 12bed6daf80b7a83ec5a3cf268f618bbc60de705 /source | |
parent | 2cca73eeb17abc59d08926b84a81dcf4e085f618 (diff) |
FIX: [#27536] GLSL object space normal maps have wrong shading
Added object and world space for normal map in GLSL view.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 7 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 10 |
2 files changed, 17 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 0ca929da65d..9319ac53db6 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -1126,8 +1126,15 @@ static void do_material_tex(GPUShadeInput *shi) else { /* otherwise use accumulated perturbations */ GPU_link(mat, "mtex_nspace_tangent", GPU_attribute(CD_TANGENT, ""), shi->vn, tnor, &newnor); } + } else if (mtex->normapspace == MTEX_NSPACE_OBJECT) { + /* transform normal by object then view matrix */ + GPU_link(mat, "mtex_nspace_object", GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), tnor, &newnor); + } else if (mtex->normapspace == MTEX_NSPACE_WORLD) { + /* transform normal by view matrix */ + GPU_link(mat, "mtex_nspace_world", GPU_builtin(GPU_VIEW_MATRIX), tnor, &newnor); } else { + /* no transform, normal in camera space */ newnor = tnor; } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index d2c9ad7cfd1..bab677da842 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1415,6 +1415,16 @@ void mtex_nspace_tangent(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 out outnormal = normalize(outnormal); } +void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal) +{ + outnormal = normalize((viewmat*vec4(texnormal, 0.0)).xyz); +} + +void mtex_nspace_object(mat4 viewmat, mat4 obmat, vec3 texnormal, out vec3 outnormal) +{ + outnormal = normalize((viewmat*(obmat*vec4(texnormal, 0.0))).xyz); +} + void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal) { outnormal = (1.0 - norfac)*normal + norfac*newnormal; |