[Bf-blender-cvs] [08c1408] master: Fix T41068: 3D viewport shading - Material or Window vs. Rendered

Sergey Sharybin noreply at git.blender.org
Fri Aug 22 12:14:53 CEST 2014


Commit: 08c1408f82e26f53de3780c0ccc7b4fbc43220e6
Author: Sergey Sharybin
Date:   Fri Aug 22 16:14:08 2014 +0600
Branches: master
https://developer.blender.org/rB08c1408f82e26f53de3780c0ccc7b4fbc43220e6

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.

===================================================================

M	source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index fe0c7c2..3866ec2 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;




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