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authorJesse Barker <jesse.barker@linaro.org>2012-12-11 10:01:04 -0800
committerJesse Barker <jesse.barker@linaro.org>2012-12-11 10:01:04 -0800
commit711afadffe53d151872c160c9db64357bce6ef4b (patch)
tree590834cf1f20945ee8637f8b092ffdd75512715a
parentd474844c82efd39efe97cc1d182c6d0661408c3b (diff)
downloadglmark2-711afadffe53d151872c160c9db64357bce6ef4b.tar.gz
SceneRefract: Fix the back normal orientation (artifact from a previous hack on
the depth pass shader).
-rw-r--r--data/shaders/light-refract.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/data/shaders/light-refract.frag b/data/shaders/light-refract.frag
index cc04071..1dcd751 100644
--- a/data/shaders/light-refract.frag
+++ b/data/shaders/light-refract.frag
@@ -23,7 +23,7 @@ void main()
vec2 normcoord = (MapCoord.st + front_refraction.st + point_five) * point_five;
vec4 back_normal = texture2D(NormalMap, normcoord);
// Now refract again, using the minus normal from the lookup.
- vec3 back_refraction = refract(front_refraction, -back_normal.xyz, 1.5);
+ vec3 back_refraction = refract(front_refraction, back_normal.xyz, 1.5);
vec2 imagecoord = (normcoord + back_refraction.st + point_five) * point_five;
vec4 texel = texture2D(ImageMap, imagecoord);
// Add in a specular component