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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-08-05 22:35:38 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-08-05 22:35:38 +0300 |
commit | 868d3605ee336895dffb2e80bc92d56a1c035719 (patch) | |
tree | 9ae9b1f902d56bf58af2e62467017ddbba703e4d /intern/opensubdiv | |
parent | 4140312c36f2f3a691072b1a60d0b9b05c09ac17 (diff) |
Fix T45693: Fix for using 4-component vector as 3 component in osd shader
Diffstat (limited to 'intern/opensubdiv')
-rw-r--r-- | intern/opensubdiv/gpu_shader_opensubd_display.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/opensubdiv/gpu_shader_opensubd_display.glsl b/intern/opensubdiv/gpu_shader_opensubd_display.glsl index 7acde19ce5e..7fddcf26ce4 100644 --- a/intern/opensubdiv/gpu_shader_opensubd_display.glsl +++ b/intern/opensubdiv/gpu_shader_opensubd_display.glsl @@ -249,8 +249,8 @@ void main() vec3 h = normalize(l + vec3(0, 0, 1)); float d = max(0.0, dot(N, l)); float s = pow(max(0.0, dot(N, h)), shininess); - L_diffuse += d * lightSource[i].diffuse; - L_specular += s * lightSource[i].specular; + L_diffuse += d * lightSource[i].diffuse.rgb; + L_specular += s * lightSource[i].specular.rgb; } #else /* USE_COLOR_MATERIAL */ vec3 varying_position = inpt.v.position.xyz; |