From 08c1408f82e26f53de3780c0ccc7b4fbc43220e6 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Fri, 22 Aug 2014 16:14:08 +0600 Subject: Fix T41068: 3D viewport shading - Material or Window vs. Rendered Checked with Brecht, Cycles indeed expects generated to be in 0..1 space instead of -1..1 as it is in BI. --- source/blender/gpu/shaders/gpu_shader_material.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source') diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index fe0c7c2b715..3866ec2b8ae 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2317,7 +2317,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { - generated = attr_orco; + generated = attr_orco * 0.5 + vec3(0.5, 0.5, 0.5); normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz); uv = attr_uv; object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz; -- cgit v1.2.3