diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-10-17 18:41:55 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-10-17 18:41:55 +0300 |
commit | 3a3da6baa3e36577c2401069a0374d9a848e545e (patch) | |
tree | 22eac8c478d178fadb6e6683b682cdcbb7423ead /source/blender/draw | |
parent | 9378d46c4d33fbd71194170fa86f1ff3021ec973 (diff) | |
parent | 382e7ce9ecfbdc80853a250a57c0d8f25cf258fa (diff) |
Merge branch 'blender-v2.81-release'
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 3 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl | 6 |
2 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 511c243b474..f10d98e68bd 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -965,7 +965,8 @@ void main() # ifndef USE_ALPHA_BLEND float alpha_div = 1.0 / max(1e-8, alpha); - outRadiance *= alpha_div; + outRadiance.rgb *= alpha_div; + outRadiance.a = 1.0; ssrData.rgb *= alpha_div; # ifdef USE_SSS sssAlbedo.rgb *= alpha_div; 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 c24c335189e..c38d8fe06bc 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -213,14 +213,14 @@ void main() vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0); vs_ray_dir /= abs(vs_ray_dir.z); - /* TODO(fclem) Precompute the matrix/ */ - vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1].xyz * 2.0; - ls_ray_dir = mat3(ModelMatrixInverse) * ls_ray_dir; + vec3 ls_ray_dir = point_view_to_object(vs_ray_ori + vs_ray_dir); vec3 ls_ray_ori = point_view_to_object(vs_ray_ori); vec3 ls_ray_end = point_view_to_object(vs_ray_end); + ls_ray_dir = (OrcoTexCoFactors[0].xyz + ls_ray_dir * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0; ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0; ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0; + ls_ray_dir -= ls_ray_ori; /* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */ |