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author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-13 00:02:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-13 00:02:39 +0300 |
commit | 41cb5658803bf3b96f18e93c74c6af66ecdb1e83 (patch) | |
tree | 077ec7abca4fa7ca1377fcd4d6d051fc0e714e17 /source/blender/draw/engines/eevee/shaders/default_world_frag.glsl | |
parent | f16bdf1075b04ced7918d6f367e66d2f39f56724 (diff) |
Fix T60902 Eevee: Environment texture partially visible on transp. render
This was due to environement not being rendered with alpha blending. So
color was still written and contributed to the final render color. Now
we multiply by background alpha so that it removes any background pixels
intensity.
For this reason this made the (incorrect) final premult unecessary.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_world_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_world_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl index 126f2d9610a..7c00c9f3b73 100644 --- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl @@ -58,5 +58,5 @@ void main() { background_color = color; #endif - FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), backgroundAlpha); + FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha; } |