Commit: a0478ebe379c8384376586e2880ebc813a6afef7
Author: Brecht Van Lommel
Date:   Wed Nov 8 00:19:24 2017 +0100
Branches: master
https://developer.blender.org/rBa0478ebe379c8384376586e2880ebc813a6afef7

Fix incorrect bevel shader in GLSL (should work as if there is no bevel node).

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

M       source/blender/nodes/shader/nodes/node_shader_bevel.c

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

diff --git a/source/blender/nodes/shader/nodes/node_shader_bevel.c 
b/source/blender/nodes/shader/nodes/node_shader_bevel.c
index fc7d109f123..e2e4da21ef3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bevel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bevel.c
@@ -48,7 +48,7 @@ static void node_shader_init_bevel(bNodeTree *UNUSED(ntree), 
bNode *node)
 static int gpu_shader_bevel(GPUMaterial *mat, bNode *UNUSED(node), 
bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
 {
        if (!in[1].link) {
-               in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+               GPU_link(mat, "direction_transform_m4v3", 
GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), 
&in[1].link);
        }
 
        return GPU_stack_link(mat, "node_bevel", in, out);

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