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author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-06 16:53:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-07 02:19:14 +0300 |
commit | 8a204ccdb49bd682e41a5d706726c3c77f6217fd (patch) | |
tree | 407ddb63d644dc839b82c7bd1b142a1202590908 /source/blender/gpu/shaders | |
parent | bc1c263a8ada7541b4de2544757b1a765ffab0b3 (diff) |
Eevee: Support monochromatic Transparent BSDF correctly
This fits Cycles better even if it is only for grey scale values. This only
work if the blend mode is Alpha Blend or Alpha Hashed.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
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 e24cf8da989..3ddf1aefe4d 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1351,7 +1351,7 @@ void node_bsdf_transparent(vec4 color, out Closure result) /* this isn't right */ result = CLOSURE_DEFAULT; result.radiance = vec3(0.0); - result.opacity = 0.0; + result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0); result.ssr_id = TRANSPARENT_CLOSURE_FLAG; } |