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authorThomas Dinges <blender@dingto.org>2014-06-20 11:36:11 +0400
committerThomas Dinges <blender@dingto.org>2014-06-20 11:36:25 +0400
commita5a869c579de97437deded3482d9f04555a8ee26 (patch)
tree4e667d5a425e716fc527f93641ccee3e4b2551f3 /source/blender/gpu
parent8660a0cab3e0f5b05a14b362e9a5174acf969c54 (diff)
Fix 2 GLSL errors, with Cycles Hair BSDF.
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 aad675c9494..d5d0c7ef454 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2181,7 +2181,7 @@ 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 offset, float roughnessu, float roughnessv, out vec4 result)
{
result = color;
}