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authorClément Foucault <foucault.clem@gmail.com>2018-02-01 00:53:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-01 20:09:17 +0300
commitc95f3a36166fa76bd504feffb43884dc3844f718 (patch)
tree8a0ad5f24f93d6c077069432164ae44b1a0c6b89 /source
parent253b412acefc6abe9c221a4886e153739c4f50f4 (diff)
Eevee: Render: Fix Normals of refraction shader.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 265dc8ab28e..4d3db28b08d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2978,7 +2978,9 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
roughness = sqrt(roughness);
eevee_closure_refraction(N, roughness, ior, out_refr);
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
result.radiance = out_refr * color.rgb;
result.ssr_id = REFRACT_CLOSURE_FLAG;
#else