From 841d008b98de5d0fa106ff3fa4731be63fc29f9a Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Sun, 22 May 2016 16:47:06 +0200 Subject: Fix missing Ignore option for GLSL bump --- source/blender/nodes/shader/nodes/node_shader_bump.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'source/blender/nodes') diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c index 285dede71e6..b39ca5d90ee 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bump.c +++ b/source/blender/nodes/shader/nodes/node_shader_bump.c @@ -45,13 +45,14 @@ static bNodeSocketTemplate sh_node_bump_out[] = { { -1, 0, "" } }; -static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) +static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[3].link) in[3].link = GPU_builtin(GPU_VIEW_NORMAL); else GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link); - GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION)); + float invert = node->custom1; + GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert)); /* Other nodes are applying view matrix if the input Normal has a link. * We don't want normal to have view matrix applied twice, so we cancel it here. * -- cgit v1.2.3