Fix T40478: wrong cycles fresnel with GLSL materials in the viewport.
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@@ -2197,8 +2197,11 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
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void node_fresnel(float ior, vec3 N, vec3 I, out float result)
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{
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/* handle perspective/orthographic */
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vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
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float eta = max(ior, 0.00001);
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result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta);
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result = fresnel_dielectric(I_view, N, (gl_FrontFacing)? eta: 1.0/eta);
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}
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/* layer_weight */
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@@ -2248,10 +2251,14 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
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out float backfacing)
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{
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position = (toworld*vec4(I, 1.0)).xyz;
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normal = N;
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normal = (toworld*vec4(N, 0.0)).xyz;
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tangent = vec3(0.0);
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true_normal = N;
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incoming = I;
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true_normal = normal;
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/* handle perspective/orthographic */
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vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
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incoming = -(toworld*vec4(I_view, 0.0)).xyz;
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parametric = vec3(0.0);
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backfacing = (gl_FrontFacing)? 0.0: 1.0;
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}
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