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authorLuca Rood <dev@lucarood.com>2017-06-19 17:31:10 +0300
committerLuca Rood <dev@lucarood.com>2017-06-20 19:39:49 +0300
commitaaf37e1216b2a9dfc43591e227c679a5b35af8c0 (patch)
treeca02bf03d24e919ca55c5475eb98deda91804543 /source/blender/gpu/shaders/gpu_shader_material.glsl
parentc2f4308e6ba21d4bcbed0aa36b6c770967160771 (diff)
Implement Eevee output node system
This makes Eevee consistent with Cycles, by having a single output node, and multiple shader nodes that connect to it. Note that node systems for Eevee saved before this will be missing the output node, and thus will show an invalid material. This is easily resolved by connecting the shader output to a new output node.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 7595a3cf6b7..f423e541dc2 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3893,6 +3893,12 @@ void node_output_specular(
{
result = vec4(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
}
+
+void node_output_eevee_material(vec4 Surface, out vec4 result)
+{
+ result = Surface;
+}
+
#endif
/* ********************** matcap style render ******************** */