[Bf-blender-cvs] [3bbef95747c] blender2.8: Workbench: Fix xray normal not being normalized.

Clément Foucault noreply at git.blender.org
Sat Jun 9 12:35:18 CEST 2018


Commit: 3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38
Author: Clément Foucault
Date:   Sat Jun 9 12:29:21 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38

Workbench: Fix xray normal not being normalized.

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

M	source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl

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

diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 4c034460bd3..e954aa5e9f5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -42,24 +42,26 @@ void main()
 	vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
 	vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
 
+	vec3 nor = normalize(normal_viewport);
+
 #ifdef V3D_LIGHTING_MATCAP
 	bool flipped = world_data.matcap_orientation != 0;
-	vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
+	vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
 	diffuse_light = texture(matcapImage, matcap_uv).rgb;
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-	vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, I_vs;
+	vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs;
 #else
 	vec3 specular_color = vec3(0.0);
 #endif
 
 #ifdef V3D_LIGHTING_STUDIO
 #  ifdef STUDIOLIGHT_ORIENTATION_CAMERA
-	diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+	diffuse_light = get_camera_diffuse_light(world_data, nor);
 #  endif
 #  ifdef STUDIOLIGHT_ORIENTATION_WORLD
-	vec3 normal_world = normalWorldMatrix * normal_viewport;
+	vec3 normal_world = normalWorldMatrix * nor;
 	diffuse_light = get_world_diffuse_light(world_data, normal_world);
 #  endif
 #endif



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