Commit: 72dd1ba3fe67206680ef3540b681d944e8bb4872
Author: Brecht Van Lommel
Date:   Sun Feb 7 14:45:39 2016 +0100
Branches: master
https://developer.blender.org/rB72dd1ba3fe67206680ef3540b681d944e8bb4872

Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.

Patch by Ralf Hölzemer.

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

M       source/blender/gpu/shaders/gpu_shader_material.glsl
M       source/blender/nodes/shader/nodes/node_shader_fresnel.c
M       source/blender/nodes/shader/nodes/node_shader_layer_weight.c

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

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 51d4706..3682f7e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2413,27 +2413,29 @@ void node_add_shader(vec4 shader1, vec4 shader2, out 
vec4 shader)
 
 /* fresnel */
 
-void node_fresnel(float ior, vec3 N, vec3 I, out float result)
+void node_fresnel(float ior, vec3 N, vec3 I, mat4 toworld, out float result)
 {
        /* handle perspective/orthographic */
        vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): 
vec3(0.0, 0.0, -1.0);
+       vec3 normal = (toworld*vec4(N, 0.0)).xyz;
 
        float eta = max(ior, 0.00001);
-       result = fresnel_dielectric(I_view, N, (gl_FrontFacing)? eta: 1.0/eta);
+       result = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? eta: 
1.0/eta);
 }
 
 /* layer_weight */
 
-void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out 
float facing)
+void node_layer_weight(float blend, vec3 N, vec3 I, mat4 toworld, out float 
fresnel, out float facing)
 {
        /* fresnel */
        float eta = max(1.0 - blend, 0.00001);
        vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): 
vec3(0.0, 0.0, -1.0);
+       vec3 normal = (toworld*vec4(N, 0.0)).xyz;
 
-       fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing)? 1.0/eta : eta 
);
+       fresnel = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? 1.0/eta 
: eta );
 
        /* facing */
-       facing = abs(dot(I_view, N));
+       facing = abs(dot(I_view, normal));
        if(blend != 0.5) {
                blend = clamp(blend, 0.0, 0.99999);
                blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend);
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c 
b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 59d798d..9d6efb0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -44,7 +44,7 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode 
*UNUSED(node), bNodeE
        if (!in[1].link)
                in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
        
-       return GPU_stack_link(mat, "node_fresnel", in, out, 
GPU_builtin(GPU_VIEW_POSITION));
+       return GPU_stack_link(mat, "node_fresnel", in, out, 
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
 }
 
 /* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c 
b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index 832ce58..78f2222 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -46,7 +46,7 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, 
bNode *UNUSED(node), b
        if (!in[1].link)
                in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
 
-       return GPU_stack_link(mat, "node_layer_weight", in, out, 
GPU_builtin(GPU_VIEW_POSITION));
+       return GPU_stack_link(mat, "node_layer_weight", in, out, 
GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
 }
 
 /* node type definition */

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