From 739bf147a9f6a56a3cdca5dfbaf8c4a6b657bbb3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Ralf=20H=C3=B6lzemer?= Date: Sat, 28 May 2016 11:34:08 +0200 Subject: [PATCH] Fix T48533: camera node view vector wrong for Cycles GLSL. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2033 --- source/blender/nodes/shader/nodes/node_shader_camera.c | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/source/blender/nodes/shader/nodes/node_shader_camera.c b/source/blender/nodes/shader/nodes/node_shader_camera.c index 49ebb15d7a4..3bdb5c36d69 100644 --- a/source/blender/nodes/shader/nodes/node_shader_camera.c +++ b/source/blender/nodes/shader/nodes/node_shader_camera.c @@ -54,7 +54,15 @@ static void node_shader_exec_camera(void *data, int UNUSED(thread), bNode *UNUSE static int gpu_shader_camera(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - return GPU_stack_link(mat, "camera", in, out, GPU_builtin(GPU_VIEW_POSITION)); + GPUNodeLink *viewvec; + + viewvec = GPU_builtin(GPU_VIEW_POSITION); + + /* Blender has negative Z, Cycles positive Z convention */ + if (GPU_material_use_new_shading_nodes(mat)) + GPU_link(mat, "invert_z", viewvec, &viewvec); + + return GPU_stack_link(mat, "camera", in, out, viewvec); } void register_node_type_sh_camera(void)