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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl
index 588d295bcc4..2b61343a200 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl
@@ -1,15 +1,17 @@
-void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
+#pragma BLENDER_REQUIRE(gpu_shader_material_fresnel.glsl)
+
+void node_layer_weight(float blend, vec3 N, out float fresnel, out float facing)
{
N = normalize(N);
/* fresnel */
float eta = max(1.0 - blend, 0.00001);
- vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+ vec3 V = cameraVec(g_data.P);
- fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta);
+ fresnel = fresnel_dielectric(V, N, (FrontFacing) ? 1.0 / eta : eta);
/* facing */
- facing = abs(dot(I_view, N));
+ facing = abs(dot(V, N));
if (blend != 0.5) {
blend = clamp(blend, 0.0, 0.99999);
blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);