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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-05-09 14:14:01 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-05-09 14:14:01 +0400 |
commit | a2ed2b36f3ba2abfb2f473dfde2a9e20d01ad96d (patch) | |
tree | c4f331dc11b7f6caf5b88618df9aeb482cec7e7c /source/blender/gpu/shaders/gpu_shader_material.glsl | |
parent | ce45c004a3a80c6f30efda6bd14db49d9d571052 (diff) |
Fix for recent changes in glsl
smooth seems to be a keyword in glsl and using it as a name for function property caused issues.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index fdd2a2c95b9..9498bf92446 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2188,7 +2188,7 @@ void node_light_path( is_transmission_ray = 0.0; } -void node_light_falloff(float strength, float smooth, out float quadratic, out float linear, out float constant) +void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant) { quadratic = strength; linear = strength; |