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authorLuca Rood <dev@lucarood.com>2017-06-29 19:45:11 +0300
committerLuca Rood <dev@lucarood.com>2017-06-29 19:45:11 +0300
commit7c72079381e95964c70261aefc10e14ed25b979a (patch)
tree09931f6e60642c52ce4eef6ca44b31cae17d7adb /source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
parent90e16b8e032d4af7bbb5256610a9917e8496bdd9 (diff)
Fix hair shading after Eevee shader refactor
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lamps_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index b6996dc4acd..dc2cd3d5351 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -187,7 +187,7 @@ void light_hair_common(
/* Rotate view vector onto the cross(tangent, light) plane */
view_vec = normalize(norm_lamp * dot(norm_view, V) + N * dot(N, V));
- float occlusion = (dot(norm_view, norm_lamp) * 0.5 + 0.5);
- float occltrans = transmission + (occlusion * (1.0 - transmission)); /* Includes transmission component */
+ occlu = (dot(norm_view, norm_lamp) * 0.5 + 0.5);
+ occlu_trans = transmission + (occlu * (1.0 - transmission)); /* Includes transmission component */
}
#endif