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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-19 20:35:36 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-19 20:37:05 +0300 |
commit | daff3c442fb1483b8c31c48e81c27e81c1a43261 (patch) | |
tree | 85a1584bbc0e1ce27054a1d8ace6133363353c61 | |
parent | bef7d67cf510114c3e6270368d20463a13928357 (diff) |
Fix mistake in previous GLSL cleanup commit.
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 8 |
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) |