diff options
author | Thomas Dinges <blender@dingto.org> | 2014-03-06 12:06:20 +0400 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2014-03-06 12:06:20 +0400 |
commit | 9630fa7c7e15a16dc90298745f4f94018f982da6 (patch) | |
tree | 70f47fc2d467af87d9ea47e9150a00a1b6afe704 /source/blender/gpu/shaders | |
parent | 19f7f9afab1b36ca8a92e739b7591f694b902dcb (diff) |
Fix T38973: GLSL error, when using Cycles Light Path node.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index cdb3f57ca20..19ef6d01cfd 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2361,7 +2361,8 @@ void node_light_path( out float is_singular_ray, out float is_reflection_ray, out float is_transmission_ray, - out float ray_length) + out float ray_length, + out float ray_depth) { is_camera_ray = 1.0; is_shadow_ray = 0.0; @@ -2371,6 +2372,7 @@ void node_light_path( is_reflection_ray = 0.0; is_transmission_ray = 0.0; ray_length = 1.0; + ray_depth = 1.0; } void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant) |