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authorClément Foucault <foucault.clem@gmail.com>2019-03-13 00:02:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-13 00:02:39 +0300
commit41cb5658803bf3b96f18e93c74c6af66ecdb1e83 (patch)
tree077ec7abca4fa7ca1377fcd4d6d051fc0e714e17 /source/blender/gpu
parentf16bdf1075b04ced7918d6f367e66d2f39f56724 (diff)
Fix T60902 Eevee: Environment texture partially visible on transp. render
This was due to environement not being rendered with alpha blending. So color was still written and contributed to the final render color. Now we multiply by background alpha so that it removes any background pixels intensity. For this reason this made the (incorrect) final premult unecessary.
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 6c645cb9d22..df1a0b9e2a8 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3070,7 +3070,7 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
- result.radiance = surface.radiance;
+ result.radiance = surface.radiance * backgroundAlpha;
result.opacity = backgroundAlpha;
#else
result = volume;