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authorClément Foucault <foucault.clem@gmail.com>2017-06-24 06:24:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-24 06:24:59 +0300
commit28ff238c45a211a5b4d81f968860e71701080e2a (patch)
tree1292a8e392140e7bc5578de8fbc04493dde8b3cf /source/blender/gpu/shaders
parentbff98ce3f72e9ddad35c4753ed7dd2177336be4e (diff)
Eevee: Planar reflection: Fix normal deformation for background pixels.
Now it matches world cubemap perfectly.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
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 bc4bfc6f281..28a94f8d78d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3855,9 +3855,11 @@ void node_output_material(vec4 surface, vec4 volume, float displacement, out vec
result = surface;
}
+uniform float backgroundAlpha;
+
void node_output_world(vec4 surface, vec4 volume, out vec4 result)
{
- result = vec4(surface.rgb, 1.0);
+ result = vec4(surface.rgb, backgroundAlpha);
}
void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_fac, out vec4 diffuse, out vec4 f0)