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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_refraction.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_refraction.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl index 04394a9420b..906964e1539 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl @@ -4,7 +4,7 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl N = normalize(N); vec3 out_refr; color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ - eevee_closure_refraction(N, roughness, ior, out_refr); + eevee_closure_refraction(N, roughness, ior, true, out_refr); vec3 vN = mat3(ViewMatrix) * N; result = CLOSURE_DEFAULT; result.ssr_normal = normal_encode(vN, viewCameraVec); |