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authorPascal Schön <VanCantus>2021-02-22 19:50:13 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-02-22 20:33:05 +0300
commit277b4f4b9377b7d43e730aa3219ee1a82f9885d7 (patch)
tree68555ed0b1ce05a279b9aa79582462f1d0a6079e /source/blender/gpu
parent32073993a8fcd235a5c7a2022dcdd7aef8a49687 (diff)
Fix Principled BSDF specular color for black base color
Specular color is set to black instead of white inside the Principled BSDF when the base color is set to fully black. This is contradictory to the sample code of the Disney BRDF in BRDF Explorer. This patch aligns both implementations. Differential Revision: https://developer.blender.org/D10448
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 40fe83a3616..49c8973a8ce 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -2,7 +2,7 @@
vec3 tint_from_color(vec3 color)
{
float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
- return (lum > 0.0) ? color / lum : vec3(0.0); /* normalize lum. to isolate hue+sat */
+ return (lum > 0.0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
}
float principled_sheen(float NV)