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author | Jesse Barker <jesse.barker@linaro.org> | 2012-12-11 10:01:04 -0800 |
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committer | Jesse Barker <jesse.barker@linaro.org> | 2012-12-11 10:01:04 -0800 |
commit | 711afadffe53d151872c160c9db64357bce6ef4b (patch) | |
tree | 590834cf1f20945ee8637f8b092ffdd75512715a | |
parent | d474844c82efd39efe97cc1d182c6d0661408c3b (diff) | |
download | glmark2-711afadffe53d151872c160c9db64357bce6ef4b.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.frag | 2 |
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 |