[Bf-blender-cvs] [bf0f3a0] master: Fix second part of T41068 -- reflection mapping was wrong

Sergey Sharybin noreply at git.blender.org
Tue Sep 2 11:41:59 CEST 2014


Commit: bf0f3a04ccb927ec01a9059e56b0ac4fb80870a0
Author: Sergey Sharybin
Date:   Tue Sep 2 15:34:07 2014 +0600
Branches: master
https://developer.blender.org/rBbf0f3a04ccb927ec01a9059e56b0ac4fb80870a0

Fix second part of T41068 -- reflection mapping was wrong

Few things:
- reflect() takes arguments in this order: N, I, it was swapped
  in the previous code for some reason.

- Normal and view vectors are to be normalized. For the view
  vector we're now using shade_view() in order to deal with the
  ortho camera. However, Cycles does not support ortho camera
  for reflection, but this is easy to do in a separate commit.

- Reflection vector is to be in the world space. Kudos to
  Antony Riakiotakis for figuring this out!

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

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 3866ec2..a60421a 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2323,8 +2323,11 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
 	object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
 	camera = I;
 	window = gl_FragCoord.xyz;
-	reflection = reflect(N, I);
 
+	vec3 shade_I;
+	shade_view(I, shade_I);
+	vec3 view_reflection = reflect(shade_I, normalize(N));
+	reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz;
 }
 
 /* textures */




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