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authorClément Foucault <foucault.clem@gmail.com>2019-07-01 15:43:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-07-01 15:44:01 +0300
commit7a4c99de5a637c87c03151cd671b347590140c17 (patch)
tree2ada1fd7037c501183faa3951f733c897996f157 /source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
parent809f81cc3a821cb708b918e84e856cb6ae765e38 (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.glsl4
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;