Commit: 448d143ad0e73a9d2c86f84def2b9f89b8332470 Author: Kévin Dietrich Date: Sat Jan 17 14:57:10 2015 +0100 Branches: master https://developer.blender.org/rB448d143ad0e73a9d2c86f84def2b9f89b8332470
Fix T43273: vector math cross product inconsistent GLSL missed the normalization step. Reviewers: psy-fi, sergey, mont29 Reviewed By: mont29, sergey Subscribers: mont29 Maniphest Tasks: T43273 Differential Revision: https://developer.blender.org/D1000 =================================================================== 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 1e0927d..a79bb23 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -338,6 +338,7 @@ void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = cross(v1, v2); outval = length(outvec); + outvec /= outval; } void vec_math_normalize(vec3 v, out vec3 outvec, out float outval) _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
