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authorLukas Stockner <lukas.stockner@freenet.de>2018-06-15 12:03:29 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-15 23:16:06 +0300
commit799779d432309e518922d23e3a1d1b5baaece71d (patch)
treedf190f684ce9b86f412913bc0dc4b8dd07491e57 /source/blender/gpu
parent2b9edbc98becb540f1f907b7c31d7971b1603079 (diff)
Cycles: change Ambient Occlusion shader to output colors.
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ba8f33f75be..ce9e82b34f8 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2785,9 +2785,10 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out ve
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_ambient_occlusion(vec4 color, out vec4 result)
+void node_ambient_occlusion(vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao)
{
- result = color;
+ result_color = color;
+ result_ao = 1.0;
}
/* emission */