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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-12-11 20:44:41 +0100
committerGitHub <noreply@github.com>2018-12-11 20:44:41 +0100
commit37e198c32006d18c9443bf65963ba8182b7d76a6 (patch)
tree79d4b605a628942a7aff3aa6bf599af0c63f54a8 /drivers/gles3
parent1b038bed94519bddcc4328ca053874a754ae37fd (diff)
parent2042d6214e1ab302a1d9a0a4bd8a018bf6ee679b (diff)
Merge pull request #23483 from clayjohn/fragment_camera_view
Make VIEW vector available in fragment shader
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 407e7ec591..ff273e4e9f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1565,6 +1565,7 @@ 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;
@@ -1699,7 +1700,7 @@ 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