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author | Clément Foucault <foucault.clem@gmail.com> | 2021-05-19 13:27:38 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-05-19 13:27:38 +0300 |
commit | d67223ca297ceef4e790bf5504f38fea03941e79 (patch) | |
tree | a42a529e1a56542619864d0b5bfac7779553969a /source/blender/gpu | |
parent | a294670bacb1db66ca0aad29df5752b10b8ba7fd (diff) |
EEVEE: Subsurface Node: Fix inverted texture blur input
Fixes T86097 EEVEE Subsurface Node give blurry edges
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl index 5a68f802659..5129bf71903 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl @@ -23,8 +23,8 @@ void node_subsurface_scattering(vec4 color, /* Not perfect for texture_blur values between 0.0 and 1.0. * Interpolate between separated color and color applied on irradiance. */ float one_minus_texture_blur = 1.0 - texture_blur; - vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur; - vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur; + vec3 sss_albedo = color.rgb * one_minus_texture_blur + texture_blur; + vec3 radiance_tint = color.rgb * texture_blur + one_minus_texture_blur; /* Consider output radiance as irradiance. */ out_Diffuse_0.radiance *= radiance_tint; |