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authorClément Foucault <foucault.clem@gmail.com>2019-03-14 00:35:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-14 01:15:11 +0300
commitd0fb0d0a9d0d698a499d7e38943696a43a7e456e (patch)
tree22a118d2b1858da9228baad4161d46c0a9175a5e /source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
parentbbc3ee09e44bfaba1ca2d4ab6a6bf2a51976cdae (diff)
Fix T60170: Eevee: smoke color does not apply permanently
This was because color is not present in the density texture if there is only one constant color. Adding it as a uniform.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 0d2d2187a85..c99787eaee8 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -18,6 +18,7 @@ uniform float noiseOfs = 0.0f;
uniform float stepLength; /* Step length in local space. */
uniform float densityScale; /* Simple Opacity multiplicator. */
uniform vec4 viewvecs[3];
+uniform vec3 activeColor;
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
@@ -135,7 +136,7 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
float shadows = sample_volume_texture(shadowTexture, co).r;
vec4 density = sample_volume_texture(densityTexture, co); /* rgb: color, a: density */
- scattering = density.rgb * (density.a * densityScale);
+ scattering = density.rgb * (density.a * densityScale) * activeColor;
extinction = max(1e-4, dot(scattering, vec3(0.33333)));
/* Scale shadows in log space and clamp them to avoid completely black shadows. */