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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-12 15:19:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-12 15:25:04 +0300 |
commit | f2b3e1f7127681db97501777dcb1d169fd1e86a5 (patch) | |
tree | 34a8a1903c2364eefc5ea866f2d38292bfc67526 /source/blender/gpu | |
parent | 7a6f9ab587e6e7b7daead5c84a31343ed3e6184d (diff) |
Eevee: Fix T52480: Can't reproduce Metallic transparency with Principled + Mix Shader
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 3a47aea405e..62ac953d64b 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2919,8 +2919,8 @@ void node_bsdf_translucent(vec4 color, vec3 N, out Closure result) void node_bsdf_transparent(vec4 color, out Closure result) { /* this isn't right */ - result.radiance = color.rgb; - result.opacity = color.a; + result.radiance = vec3(0.0); + result.opacity = 0.0; } void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result) |