diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2021-02-26 18:49:06 +0300 |
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committer | Philipp Oeser <info@graphics-engineer.com> | 2021-03-01 11:04:07 +0300 |
commit | 71ed6f32d2e3964f27204e3b9c6823fa61d7f8e4 (patch) | |
tree | b54cab497f9c430aee50d09ff8a15a13155abae2 /source/blender/gpu/shaders | |
parent | bfc70a6a958b9c35bde765ea8a02e8b1fd36db8b (diff) |
Fix T84658: Anisotropic BSDF - most modes not using Screen Space
Reflection
Anisotropic is not really supported in Eevee, but since code looks like
it is just intended to make it behave like glossy, it should function
like it too.
Seems like the internal calling from `node_bsdf_glossy` from
`node_bsdf_anisotropic` has swapped arguments.
Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see
`ntree_tag_bsdf_cb`), so why not use it?
Maniphest Tasks: T84658
Differential Revision: https://developer.blender.org/D10547
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl index 8131958313b..ec49cc86761 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl @@ -5,12 +5,13 @@ void node_bsdf_anisotropic(vec4 color, float rotation, vec3 N, vec3 T, - float use_multiscatter, + const float use_multiscatter, + const float ssr_id, out Closure result) { - node_bsdf_glossy(color, roughness, N, -1, use_multiscatter, result); + node_bsdf_glossy(color, roughness, N, use_multiscatter, ssr_id, result); } #else /* Stub anisotropic because it is not compatible with volumetrics. */ -# define node_bsdf_anisotropic(a, b, c, d, e, f, g, result) (result = CLOSURE_DEFAULT) +# define node_bsdf_anisotropic(a, b, c, d, e, f, g, h, result) (result = CLOSURE_DEFAULT) #endif |