diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-30 11:57:15 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-30 12:11:41 +0400 |
commit | 8008d9bdfd5730b15727d0fb16f4417a4b8a85cc (patch) | |
tree | b636cb1dde3723f12c55de156367829de5b41d08 /source/blender/gpu/intern/gpu_material.c | |
parent | 50a7843ab1f339755a807a712280bb9e364b130e (diff) |
Fix T40078: GLSL Lamp with OnlyShadow makes weird colors in object.
To prevent only shadow lamps from producing negative colors, shr->diff
and shr->spec should've been clamped to positive values after lamp loop.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 5594c085974..5ed47cda8f5 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -765,20 +765,18 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la } if (lamp->mode & LA_ONLYSHADOW) { - GPUNodeLink *rgb; + GPUNodeLink *shadrgb; GPU_link(mat, "shade_only_shadow", i, shadfac, - GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac); - - GPU_link(mat, "shade_mul", shi->rgb, GPU_uniform(lamp->shadow_color), &rgb); - GPU_link(mat, "mtex_rgb_invert", rgb, &rgb); + GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), + GPU_uniform(lamp->shadow_color), &shadrgb); if (!(lamp->mode & LA_NO_DIFF)) { - GPU_link(mat, "shade_only_shadow_diffuse", shadfac, rgb, + GPU_link(mat, "shade_only_shadow_diffuse", shadrgb, shi->rgb, shr->diff, &shr->diff); } if (!(lamp->mode & LA_NO_SPEC)) - GPU_link(mat, "shade_only_shadow_specular", shadfac, shi->specrgb, + GPU_link(mat, "shade_only_shadow_specular", shadrgb, shi->specrgb, shr->spec, &shr->spec); add_user_list(&mat->lamps, lamp); @@ -890,6 +888,10 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr) free_object_duplilist(lb); } } + + /* prevent only shadow lamps from producing negative colors.*/ + GPU_link(shi->gpumat, "shade_clamp_positive", shr->spec, &shr->spec); + GPU_link(shi->gpumat, "shade_clamp_positive", shr->diff, &shr->diff); } static void texture_rgb_blend(GPUMaterial *mat, GPUNodeLink *tex, GPUNodeLink *out, GPUNodeLink *fact, GPUNodeLink *facg, int blendtype, GPUNodeLink **in) |