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authorclayjohn <claynjohn@gmail.com>2018-11-03 11:35:46 -0700
committerclayjohn <claynjohn@gmail.com>2018-12-11 09:44:38 -0800
commit2042d6214e1ab302a1d9a0a4bd8a018bf6ee679b (patch)
treee61d850727008f3701d9c31238bbd0d633ce50c8 /drivers/gles3
parentf84893f70901dfca356d949ea1585a56154cb59f (diff)
make VIEW vector available in fragment
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shaders/scene.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 91ab34f775..bde6f2c92c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1571,6 +1571,7 @@ void main() {
//lay out everything, whathever is unused is optimized away anyway
highp vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
vec3 transmission = vec3(0.0);
float metallic = 0.0;
@@ -1705,7 +1706,7 @@ FRAGMENT_SHADER_CODE
vec3 ambient_light;
vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
- vec3 eye_vec = -normalize(vertex_interp);
+ vec3 eye_vec = view;
#ifdef USE_RADIANCE_MAP