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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 10:25:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 08a2c5f2249c89a07cc6c37b28d13a611283ef73 (patch) | |
tree | a0a91bf40452be77dff15fe068d24e312fca3380 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | |
parent | 4430bd36446beb1338da2001b0b236e0e440c386 (diff) |
Eevee: Add support for hair random property.
Do note that it does not match cycles implementation.
Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.
If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index ad975957be9..daeef1dbf01 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -26,6 +26,7 @@ in vec3 hairTangent; /* world space */ in float hairThickTime; in float hairThickness; in float hairTime; +flat in int hairStrandID; uniform int hairThicknessRes = 1; #endif |