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author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 18:40:24 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 19:42:18 +0300 |
commit | 21ec254ae2bf128510a5c49ffbada9ac04e7bf95 (patch) | |
tree | 344d66256b3c8af82055af80769d980df22e7bc4 | |
parent | dc327e2793ba21df02ee2b7787d35170e92a1521 (diff) |
Eevee : Light Grid : Init grid to black instead of world color.
This was a mistake to use world color because it introduce light bleeding on indoor environement.
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl index c25e717e322..292d23deecd 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl @@ -13,5 +13,8 @@ void main() #endif ivec2 coord = ivec2(gl_FragCoord.xy) % data_size; FragColor = texelFetch(gridTexture, coord, 0); - // FragColor = vec4(1.0, 0.0, 0.0, 1.0); + + if (any(greaterThan(ivec2(gl_FragCoord.xy), data_size))) { + FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } }
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