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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-05-27 21:48:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-05-27 21:48:02 +0400 |
commit | 601b8c1041a6eece565e575d127a6056bc45cbbb (patch) | |
tree | 1f29d388e4bff9c06431e91ad6d4ad7032f66605 /source | |
parent | 833ca58260ec024abde2d43ba39184f74e66e86b (diff) |
Fix #35505: cycles object space normal mapping did not match blender internal.
Now it uses the same (strange) YZ flipping convention.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index fe54cd16b73..38a8d92a56a 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2273,6 +2273,11 @@ void node_object_info(out vec3 location, out float object_index, out float mater random = 0.0; } +void node_normal_map(float strength, vec4 color, vec3 N, out vec3 result) +{ + result = N; +} + void node_bump(float strength, float dist, float height, vec3 N, out vec3 result) { result = N; |