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authorClément Foucault <foucault.clem@gmail.com>2017-06-24 02:08:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-24 02:08:26 +0300
commite92940c6f38d587f7fd823631403adae0e3e5b72 (patch)
treee478d5a086428e425fb9117d5f199f99bb641648 /source/blender/draw/engines/eevee/shaders/default_frag.glsl
parenta6593645bfabf93f292421fd39bef1d942a85283 (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.glsl2
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));
}