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authorPascal Schoen <pascal.schoen@adidas-group.com>2017-05-18 14:15:32 +0300
committerPascal Schoen <pascal.schoen@adidas-group.com>2017-05-18 14:18:19 +0300
commit32c9d2322ccbf1bcfbe8a320d1e334d5e5d63d7b (patch)
treedf34c1918df8eeb7637661d84b648040b97ae378 /source/blender/gpu
parent208462e424d319b3590d0b09cacf0b3807239972 (diff)
Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected
Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".
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 42561d7baaf..5c52b7fd153 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2621,7 +2621,7 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
- float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
+ float clearcoat_gloss, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
{
/* ambient light */
// TODO: set ambient light to an appropriate value