[Bf-blender-cvs] [f628cfd2970] blender2.8: Fix T51535: View vector inverting in pespective/ortho

Luca Rood noreply at git.blender.org
Wed May 17 16:42:50 CEST 2017


Commit: f628cfd2970a8c215aa4366e76a642cfec3c43ca
Author: Luca Rood
Date:   Wed May 17 16:41:42 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBf628cfd2970a8c215aa4366e76a642cfec3c43ca

Fix T51535: View vector inverting in pespective/ortho

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

M	source/blender/draw/engines/clay/shaders/particle_strand_frag.glsl

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

diff --git a/source/blender/draw/engines/clay/shaders/particle_strand_frag.glsl b/source/blender/draw/engines/clay/shaders/particle_strand_frag.glsl
index 396cc5b7e81..b4dff283b18 100644
--- a/source/blender/draw/engines/clay/shaders/particle_strand_frag.glsl
+++ b/source/blender/draw/engines/clay/shaders/particle_strand_frag.glsl
@@ -9,6 +9,7 @@ layout(std140) uniform material_block {
 	Material shader_param[MAX_MATERIAL];
 };
 
+uniform mat4 ProjectionMatrix;
 uniform sampler2DArray matcaps;
 uniform int mat_id;
 
@@ -116,7 +117,7 @@ void hue_sat(float hue, float sat, float value, inout vec3 col)
 
 void main()
 {
-	vec3 viewvec = normalize(viewPosition);
+	vec3 viewvec = (ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0);
 	vec3 ortho = normalize(cross(viewPosition, tangent));
 	vec3 norm = normalize(cross(ortho, tangent));




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