forked from bartvdbraak/blender
Fix for bug #18659: glsl math material node, "tangent" option didn't work.
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@ -197,7 +197,7 @@ bNodeStack **out)
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static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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{
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static char *names[] = {"math_add", "math_subtract", "math_multiply",
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static char *names[] = {"math_add", "math_subtract", "math_multiply",
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"math_divide", "math_sine", "math_cosine", "math_tangnet", "math_asin",
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"math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin",
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"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
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"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
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"math_round", "math_less_than", "math_greater_than"};
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"math_round", "math_less_than", "math_greater_than"};
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