From a294670bacb1db66ca0aad29df5752b10b8ba7fd Mon Sep 17 00:00:00 2001 From: Mikhail Matrosov Date: Wed, 19 May 2021 12:09:29 +0200 Subject: EEVEE: Geometry info -> tangent: Make consistent with Cycles for hair Changes output for geometry info node in Eevee to be consistent with Cycles (w/o osl) Before this patch Eevee outputs Z-tangent even for hair. This patch changes it to output hair tangent (growth direction). Hair tangent is impossible to derive otherwise from normal or view direction. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D10841 --- .../blender/gpu/shaders/material/gpu_shader_material_geometry.glsl | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl index 4db27c3049d..a14ff5021bf 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl @@ -37,8 +37,13 @@ void node_geometry(vec3 I, normal = (toworld * vec4(N, 0.0)).xyz; true_normal = normal; # endif + +# ifdef HAIR_SHADER + tangent = -hairTangent; +# else tangent_orco_z(orco, orco); node_tangent(N, orco, objmat, tangent); +# endif parametric = vec3(barycentric, 0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; -- cgit v1.2.3