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authorClément Foucault <foucault.clem@gmail.com>2017-06-29 21:22:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-29 21:23:06 +0300
commitcdb07ff30e860f3fe9066d21f9405dc02dd8b2ad (patch)
tree26b776d1dbfc361a400dded1779e23b67908d3a5 /source
parent98c8b5a6fbdc47eb13d3d2d19457135ef54774cd (diff)
Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto).
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl13
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c4
2 files changed, 2 insertions, 15 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 37f9eb0500b..2633c2965b1 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2845,24 +2845,13 @@ void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
-#ifdef WORLD_BACKGROUND
+#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
worldvec = (ViewMatrixInverse * co).xyz;
#else
worldvec = (ModelViewMatrixInverse * co).xyz;
#endif
}
-#if defined(PROBE_CAPTURE) || defined(WORLD_BACKGROUND)
-void environment_default_vector(out vec3 worldvec)
-{
-#ifdef WORLD_BACKGROUND
- background_transform_to_world(viewPosition, worldvec);
-#else
- worldvec = normalize(worldPosition);
-#endif
-}
-#endif
-
void node_background(vec4 color, float strength, out vec4 result)
{
result = color * strength;
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index e090f26ab6b..2f8f95b0675 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -69,10 +69,8 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
if (type == GPU_MATERIAL_TYPE_MESH)
in[0].link = GPU_builtin(GPU_VIEW_POSITION);
- else if (type == GPU_MATERIAL_TYPE_WORLD)
- GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
else
- GPU_link(mat, "environment_default_vector", &in[0].link);
+ GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);