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author | Clément Foucault <foucault.clem@gmail.com> | 2019-07-01 15:43:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-07-01 15:44:01 +0300 |
commit | 7a4c99de5a637c87c03151cd671b347590140c17 (patch) | |
tree | 2ada1fd7037c501183faa3951f733c897996f157 /source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl | |
parent | 809f81cc3a821cb708b918e84e856cb6ae765e38 (diff) |
Fix T66292: Alpha Blend transparency glitches with volume
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl index 757eb59eaa1..1ff7e848c40 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl @@ -2,9 +2,7 @@ /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ -/* Step 4 : Apply final integration on top of the scene color. - * Note that we do the blending ourself instead of relying - * on hardware blending which would require 2 pass. */ +/* Step 4 : Apply final integration on top of the scene color. */ uniform sampler2D inSceneDepth; |