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authorClément Foucault <foucault.clem@gmail.com>2017-05-10 11:32:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-10 17:03:25 +0300
commitfdf2d8bb9592bd3a650b35d8bbd8a633169ac026 (patch)
tree279ca36cd6f00755fcb563cfe3b0715873286cc6 /source/blender/gpu/shaders
parentda8b34e52718505de0d5d0722dbcdcec18ca60b3 (diff)
Eevee: Support for light path node "is camera ray" output.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl14
1 files changed, 11 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c021fe26ad4..cf45c076020 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3813,13 +3813,21 @@ void node_light_path(
out float transparent_depth,
out float transmission_depth)
{
+#ifndef PROBE_CAPTURE
is_camera_ray = 1.0;
- is_shadow_ray = 0.0;
- is_diffuse_ray = 0.0;
is_glossy_ray = 0.0;
- is_singular_ray = 0.0;
+ is_diffuse_ray = 0.0;
is_reflection_ray = 0.0;
is_transmission_ray = 0.0;
+#else
+ is_camera_ray = 0.0;
+ is_glossy_ray = 1.0;
+ is_diffuse_ray = 1.0;
+ is_reflection_ray = 1.0;
+ is_transmission_ray = 1.0;
+#endif
+ is_shadow_ray = 0.0;
+ is_singular_ray = 0.0;
ray_length = 1.0;
ray_depth = 1.0;
diffuse_depth = 1.0;