Commit: d4fe34b1c0db76faeee16b45153e7ddcd378f068
Author: Sergey Sharybin
Date:   Tue Sep 2 15:58:38 2014 +0600
Branches: master
https://developer.blender.org/rBd4fe34b1c0db76faeee16b45153e7ddcd378f068

A bit of a code cleanup in GLSL shader

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

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 03ec321..3ba36c1 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1211,7 +1211,12 @@ void mtex_mapping_size(vec3 texco, vec3 size, out vec3 
outtexco)
 
 void mtex_2d_mapping(vec3 vec, out vec3 outvec)
 {
-       outvec = vec3(vec.xy*0.5 + vec2(0.5, 0.5), vec.z);
+       outvec = vec3(vec.xy*0.5 + vec2(0.5), vec.z);
+}
+
+vec3 mtex_2d_mapping(vec3 vec)
+{
+       return vec3(vec.xy*0.5 + vec2(0.5), vec.z);
 }
 
 void mtex_image(vec3 texco, sampler2D ima, out float value, out vec4 color)
@@ -2317,13 +2322,13 @@ 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);
+       generated = mtex_2d_mapping(attr_orco);
        normal = normalize((obinvmat*(viewinvmat*vec4(N, 0.0))).xyz);
        uv = attr_uv;
        object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
        camera = I;
-        vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
-       window = (projvec.xyz/projvec.w)*0.5 + vec3(0.5);
+       vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
+       window = mtex_2d_mapping(projvec.xyz/projvec.w);
 
        vec3 shade_I;
        shade_view(I, shade_I);

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