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-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl
index a9ee710ec99..87154ba6db1 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_geom_curves_vert.glsl
@@ -31,14 +31,15 @@ void main()
#ifdef MAT_VELOCITY
/* Due to the screen space nature of the vertex positioning, we compute only the motion of curve
* strand, not its cylinder. Otherwise we would add the rotation velocity. */
- vec3 prv, nxt;
- velocity_local_pos_get(pos, hair_get_base_id(), prv, nxt);
+ int vert_idx = hair_get_base_id();
+ vec3 prv, nxt, pos = texelFetch(hairPointBuffer, vert_idx).point_position;
+ velocity_local_pos_get(pos, vert_idx, prv, nxt);
/* FIXME(fclem): Evaluating before displacement avoid displacement being treated as motion but
* ignores motion from animated displacement. Supporting animated displacement motion vectors
* would require evaluating the nodetree multiple time with different nodetree UBOs evaluated at
* different times, but also with different attributes (maybe we could assume static attribute at
* least). */
- velocity_vertex(P_prev, P_curr, P_next, motion.prev, motion.next);
+ velocity_vertex(prv, pos, nxt, motion.prev, motion.next);
#endif
init_globals();