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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-12-11 20:44:41 +0100 |
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committer | GitHub <noreply@github.com> | 2018-12-11 20:44:41 +0100 |
commit | 37e198c32006d18c9443bf65963ba8182b7d76a6 (patch) | |
tree | 79d4b605a628942a7aff3aa6bf599af0c63f54a8 /drivers/gles2 | |
parent | 1b038bed94519bddcc4328ca053874a754ae37fd (diff) | |
parent | 2042d6214e1ab302a1d9a0a4bd8a018bf6ee679b (diff) |
Merge pull request #23483 from clayjohn/fragment_camera_view
Make VIEW vector available in fragment shader
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index d728ad5da6..30dc55cc4c 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1384,6 +1384,7 @@ void main() { discard; #endif highp vec3 vertex = vertex_interp; + vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); vec3 transmission = vec3(0.0); float metallic = 0.0; @@ -1457,7 +1458,7 @@ FRAGMENT_SHADER_CODE vec3 diffuse_light = vec3(0.0, 0.0, 0.0); vec3 ambient_light = vec3(0.0, 0.0, 0.0); - vec3 eye_position = -normalize(vertex_interp); + vec3 eye_position = view; #if defined(ALPHA_SCISSOR_USED) if (alpha < alpha_scissor) { |