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authorSergey Sharybin <sergey.vfx@gmail.com>2016-02-02 14:48:18 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-02-02 14:50:56 +0300
commit49247f0fc445ec014478d485883492a04ae5facb (patch)
tree81cdf5ce77232b5538542c43cf4d617e795937d8 /source/blender/gpu/intern/gpu_material.c
parentbe10d6d3f046cc628824c372dd5f96d17cc95dbc (diff)
Fix T47207: Material shading incorrectly handles colorramp node
The issue was introduced by a fix for T44713 which only made GLSL consistent with Cycles. Now we do have conditional averaging or proper luma weighting based on whether we're new old old shading system. Not totally ideal but should work for until we re-design viewport possibly breaking how Blender Internal does implicit conversion.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4d9fa54939c..67f30be6a12 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -226,7 +226,9 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
GPUNodeLink *outlink = material->outlink;
material->pass = GPU_generate_pass(&material->nodes, outlink,
&material->attribs, &material->builtins, material->type,
- passname, material->is_opensubdiv);
+ passname,
+ material->is_opensubdiv,
+ GPU_material_use_new_shading_nodes(material));
if (!material->pass)
return 0;