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authorLukas Toenne <lukas.toenne@googlemail.com>2013-09-16 15:40:04 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2013-09-16 15:40:04 +0400
commit8953141a5326472cee1186aa99c7c58a62ed5294 (patch)
tree5a249081f2326683ca8dbe496c4c50687f7e44da /source/blender/gpu
parent17c32df7efaea8eb91f355d93ee097a3018f79b9 (diff)
Fix #36734 Matcap displays solid black.
GLSL typo in r60151 caused this.
Diffstat (limited to 'source/blender/gpu')
-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 3204c1f280d..d2c9ad7cfd1 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2092,7 +2092,7 @@ void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float shar
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_hair(vec4 color, float roughnessu, float roughnessv,, out vec4 result)
+void node_bsdf_hair(vec4 color, float roughnessu, float roughnessv, out vec4 result)
{
result = color;
}