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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-24 02:08:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-24 02:08:26 +0300 |
commit | e92940c6f38d587f7fd823631403adae0e3e5b72 (patch) | |
tree | e478d5a086428e425fb9117d5f199f99bb641648 /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | a6593645bfabf93f292421fd39bef1d942a85283 (diff) |
Eevee: Planar Reflection: Add contact hardening normal distortion.
Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index 0d3690e5171..004db999149 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -11,5 +11,5 @@ void main() vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 diffuse = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); - FragColor = vec4(eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0), 1.0); + FragColor = vec4(eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0), length(viewPosition)); } |