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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-05 02:31:32 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-05 02:31:32 +0400
commit2ba840652de83e0f546baaf0e10836bd6571731f (patch)
tree904321ea5fdfed97c02718236eb7645552e82bc0 /source/blender/gpu/shaders
parent110a36a8ab4cf688e6f2b6ec7398f8473a4896b9 (diff)
Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs to
Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and OSL attribute handling. Meaning of new sockets explained in the documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 5713c5e88a2..b930058864c 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2013,7 +2013,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 T, out vec4 result)
+void node_bsdf_anisotropic(vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}