[Bf-blender-cvs] [11e7e0769a4] blender2.8: Eevee: fix orco.

Clément Foucault noreply at git.blender.org
Thu May 18 01:53:16 CEST 2017


Commit: 11e7e0769a4cdd44fe5efa1baedd94d667bb9926
Author: Clément Foucault
Date:   Wed May 17 20:05:21 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB11e7e0769a4cdd44fe5efa1baedd94d667bb9926

Eevee: fix orco.

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

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 eebfb738e44..5a1f48f1f83 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2443,7 +2443,7 @@ float hypot(float x, float y)
 
 void generated_from_orco(vec3 orco, out vec3 generated)
 {
-	generated = orco * 0.5 + vec3(0.5);
+	generated = orco;
 }
 
 int floor_to_int(float x)
@@ -2948,7 +2948,7 @@ void node_tex_coord(
         out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
         out vec3 camera, out vec3 window, out vec3 reflection)
 {
-	generated = attr_orco * 0.5 + vec3(0.5);
+	generated = attr_orco;
 	normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
 	uv = attr_uv;
 	object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;




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