Commit: ac1ddb6e645477fe70218d3c850c34041708bdc4
Author: Antony Riakiotakis
Date:   Tue Sep 2 11:49:14 2014 +0200
Branches: master
https://developer.blender.org/rBac1ddb6e645477fe70218d3c850c34041708bdc4

Support window coordinates in cycles nodes.

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

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 a60421a..03ec321 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2317,12 +2317,13 @@ 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 = attr_orco * 0.5 + vec3(0.5, 0.5, 0.5);
+       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;
-       window = gl_FragCoord.xyz;
+        vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
+       window = (projvec.xyz/projvec.w)*0.5 + vec3(0.5);
 
        vec3 shade_I;
        shade_view(I, shade_I);

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