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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/gles3 | |
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/gles3')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 3 |
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 |