Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2020-10-22 01:55:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-10-22 01:57:29 +0300
commitb0f34eee30c42a485e83ca6f5e9495fc0c9283fa (patch)
tree78a8e5d39c786a45153440d256a8a438491e203e /source/blender/gpu
parent091b43367725f65d3c7f81400ec57624dfa70b3b (diff)
EEVEE: Principle BSDF: Use multi-scatter switch for the glass variant
This avoid strange discrepency between the general purpose variant and the specialized glass variant which did not have a way to turn multi-scatter off.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 3708b8b0531..3bd578e1ffc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -450,7 +450,7 @@ void node_bsdf_principled_glass(vec4 base_color,
eevee_closure_glass(N,
vec3(1.0),
- vec3(1.0),
+ vec3((use_multiscatter != 0.0) ? 1.0 : -1.0),
int(ssr_id),
roughness,
1.0,