[Bf-blender-cvs] [7f356c2] master: Modify shader for texture coordinates of objects to also match the rendered result more closely (all three parameters should match now)

Antony Riakiotakis noreply at git.blender.org
Wed Dec 31 15:48:24 CET 2014


Commit: 7f356c20dce083a2ddbb569543e3c93d74b60050
Author: Antony Riakiotakis
Date:   Wed Dec 31 15:48:05 2014 +0100
Branches: master
https://developer.blender.org/rB7f356c20dce083a2ddbb569543e3c93d74b60050

Modify shader for texture coordinates of objects to also match the
rendered result more closely (all three parameters should match now)

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

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 7a4dba5..1e0927d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2372,13 +2372,13 @@ 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 = mtex_2d_mapping(attr_orco);
+	generated = attr_orco * 0.5 + vec3(0.5);
 	normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz);
 	uv = attr_uv;
 	object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
-	camera = I;
+	camera = vec3(I.xy, -I.z);
 	vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
-	window = mtex_2d_mapping(projvec.xyz/projvec.w);
+	window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
 
 	vec3 shade_I;
 	shade_view(I, shade_I);




More information about the Bf-blender-cvs mailing list