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authorJeroen Bakker <jbakker>2020-07-02 12:19:12 +0300
committerJeroen Bakker <jeroen@blender.org>2020-07-02 12:27:23 +0300
commitba2c039b05a84de1dccbeef71b8b2ac89a072869 (patch)
treeea652b6ebdc9d04d757042fed984bac9b7085bdc /source/blender/gpu/shaders/material
parent945d0269e32efa1e5fd4091ae0f6366031f5ed04 (diff)
Fix T77686: EEVEE environment pass with film transparency
When the film is set to transparent the environment pass should still be rendered solid. otherwise it renders black. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8046
Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
index ba391df185e..b298fa4f8d1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
@@ -3,8 +3,9 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
- result.radiance = surface.radiance * backgroundAlpha;
- result.transmittance = vec3(1.0 - backgroundAlpha);
+ float alpha = renderPassEnvironment ? 1.0 : backgroundAlpha;
+ result.radiance = surface.radiance * alpha;
+ result.transmittance = vec3(1.0 - alpha);
#else
result = volume;
#endif /* VOLUMETRICS */