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authorClément Foucault <foucault.clem@gmail.com>2019-09-10 22:50:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-10 22:59:33 +0300
commitf1b52ef21163e765c2b690b902149cc0f5bbde1c (patch)
treefbf3e5ef5e714fc16ccbf44399e57c59fc2e740c
parentcaf494444cd735e68d171db546c8045d6490fc5f (diff)
EEVEE: Volume: Fix error in fallback integration algo
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index c5df06506d5..c3c442e7b69 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -47,7 +47,7 @@ void main()
int slice = textureSize(volumeScattering, 0).z;
ivec2 texco = ivec2(gl_FragCoord.xy);
#endif
- for (int i = 0; i < slice; i++) {
+ for (int i = 0; i <= slice; i++) {
ivec3 volume_cell = ivec3(gl_FragCoord.xy, i);
vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb;