Commit: 3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38
Author: Clément Foucault
Date:   Sat Jun 9 12:29:21 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB3bbef95747ca1e7da5c2b6e5246c2b99bc8adf38

Workbench: Fix xray normal not being normalized.

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

M       
source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl

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

diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
 
b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 4c034460bd3..e954aa5e9f5 100644
--- 
a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ 
b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -42,24 +42,26 @@ void main()
        vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
        vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, 
ProjectionMatrix);
 
+       vec3 nor = normalize(normal_viewport);
+
 #ifdef V3D_LIGHTING_MATCAP
        bool flipped = world_data.matcap_orientation != 0;
-       vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
+       vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
        diffuse_light = texture(matcapImage, matcap_uv).rgb;
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-       vec3 specular_color = get_world_specular_lights(world_data, 
vec4(material_data.specular_color.rgb, material_data.roughness), 
normal_viewport, I_vs;
+       vec3 specular_color = get_world_specular_lights(world_data, 
vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs;
 #else
        vec3 specular_color = vec3(0.0);
 #endif
 
 #ifdef V3D_LIGHTING_STUDIO
 #  ifdef STUDIOLIGHT_ORIENTATION_CAMERA
-       diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+       diffuse_light = get_camera_diffuse_light(world_data, nor);
 #  endif
 #  ifdef STUDIOLIGHT_ORIENTATION_WORLD
-       vec3 normal_world = normalWorldMatrix * normal_viewport;
+       vec3 normal_world = normalWorldMatrix * nor;
        diffuse_light = get_world_diffuse_light(world_data, normal_world);
 #  endif
 #endif

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to