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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 20:35:36 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 20:37:05 +0300
commitdaff3c442fb1483b8c31c48e81c27e81c1a43261 (patch)
tree85a1584bbc0e1ce27054a1d8ace6133363353c61
parentbef7d67cf510114c3e6270368d20463a13928357 (diff)
Fix mistake in previous GLSL cleanup commit.
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ca04ebcc3ed..45701f090fa 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -898,6 +898,11 @@ void texco_norm(vec3 normal, out vec3 outnormal)
outnormal = normalize(normal);
}
+vec3 mtex_2d_mapping(vec3 vec)
+{
+ return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
+}
+
/** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */
mat3 to_mat3(mat4 m4)
{
@@ -1205,6 +1210,9 @@ void node_subsurface_scattering(
#else
result.sss_data.rgb *= color.rgb;
#endif
+#else
+ node_bsdf_diffuse(color, 0.0, N, result);
+#endif
}
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)