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authorSergey Sharybin <sergey.vfx@gmail.com>2015-08-05 22:35:38 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-08-05 22:35:38 +0300
commit868d3605ee336895dffb2e80bc92d56a1c035719 (patch)
tree9ae9b1f902d56bf58af2e62467017ddbba703e4d /intern
parent4140312c36f2f3a691072b1a60d0b9b05c09ac17 (diff)
Fix T45693: Fix for using 4-component vector as 3 component in osd shader
Diffstat (limited to 'intern')
-rw-r--r--intern/opensubdiv/gpu_shader_opensubd_display.glsl4
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;