diff options
author | Clément Foucault <fclem> | 2022-09-02 19:20:24 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-09-02 19:21:24 +0300 |
commit | e02e844f511528a0ff5d57ebbe35d129ae3fae69 (patch) | |
tree | f8ba3d408127ccbf5cd978ca4241bcbb79579def /source | |
parent | 07cf3ce92fa257a0cac5565ca1ff857834ce67ce (diff) |
Fix T100163: Eevee: Regression: Displacement maps affected by rotation
This was an oversight as the matrix multiplication present in original
code was reversed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15858
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl index cdcdbe50917..52b4edf665f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl @@ -1,6 +1,6 @@ void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result) { - N = transform_direction(ModelMatrix, N); + N = transform_direction(ModelMatrixInverse, N); result = (height - midlevel) * scale * normalize(N); /* Apply object scale and orientation. */ result = transform_direction(ModelMatrix, result); |