Commit: 269d9eb54c0c408144c8adb74d195d7207d4d690
Author: Clément Foucault
Date:   Fri Feb 2 23:59:22 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB269d9eb54c0c408144c8adb74d195d7207d4d690

Eevee: Render: Fix emission shader normal output

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

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 4d3db28b08d..ea5e1c4eb47 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3005,7 +3005,7 @@ void node_ambient_occlusion(vec4 color, out Closure 
result)
 
 /* emission */
 
-void node_emission(vec4 color, float strength, vec3 N, out Closure result)
+void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
 {
 #ifndef VOLUMETRICS
        color *= strength;
@@ -3013,7 +3013,6 @@ void node_emission(vec4 color, float strength, vec3 N, 
out Closure result)
        result = CLOSURE_DEFAULT;
        result.radiance = color.rgb;
        result.opacity = color.a;
-       vec3 vN = normalize(mat3(ViewMatrix) * N);
        result.ssr_normal = normal_encode(vN, viewCameraVec);
 #else
        result = Closure(color.rgb, color.a);

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