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author | Clément Foucault <foucault.clem@gmail.com> | 2019-08-22 17:04:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-09-05 18:37:50 +0300 |
commit | d8aaf25c23fa10ee121dc4fdd1cafe544bcca355 (patch) | |
tree | b5a16157beac22e4b474c699c1ce25f3d8c5be51 /source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl | |
parent | ca58936f2ff2b14a649722be20d98f8fa35831ff (diff) |
Eevee: Shadow map refactor
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl index 8cc8ba2dd15..5038cb3892f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl @@ -6,8 +6,17 @@ void node_bsdf_glass( vec3 out_spec, out_refr, ssr_spec; vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */ - eevee_closure_glass( - N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); + eevee_closure_glass(N, + vec3(1.0), + vec3(1.0), + int(ssr_id), + roughness, + 1.0, + ior, + true, + out_spec, + out_refr, + ssr_spec); out_refr *= refr_color; out_spec *= color.rgb; float fresnel = F_eta(ior, dot(N, cameraVec)); |