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authorClément Foucault <foucault.clem@gmail.com>2018-02-03 01:59:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-03 04:19:10 +0300
commit269d9eb54c0c408144c8adb74d195d7207d4d690 (patch)
treebbf8fa0e0cbfc61d8e132215edcb3d7041907a4d /source
parent217bc17a3cdd6dc87137106dc57c4eb442fa00ef (diff)
Eevee: Render: Fix emission shader normal output
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 4d3db28b08d..ea5e1c4eb47 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3005,7 +3005,7 @@ void node_ambient_occlusion(vec4 color, out Closure result)
/* emission */
-void node_emission(vec4 color, float strength, vec3 N, out Closure result)
+void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
@@ -3013,7 +3013,6 @@ void node_emission(vec4 color, float strength, vec3 N, out Closure result)
result = CLOSURE_DEFAULT;
result.radiance = color.rgb;
result.opacity = color.a;
- vec3 vN = normalize(mat3(ViewMatrix) * N);
result.ssr_normal = normal_encode(vN, viewCameraVec);
#else
result = Closure(color.rgb, color.a);