diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 00:35:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-14 01:15:11 +0300 |
commit | d0fb0d0a9d0d698a499d7e38943696a43a7e456e (patch) | |
tree | 22a118d2b1858da9228baad4161d46c0a9175a5e /source/blender/gpu | |
parent | bbc3ee09e44bfaba1ca2d4ab6a6bf2a51976cdae (diff) |
Fix T60170: Eevee: smoke color does not apply permanently
This was because color is not present in the density texture if there is
only one constant color. Adding it as a uniform.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index df1a0b9e2a8..d91b6b77b86 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1701,6 +1701,8 @@ void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outv outf = dot(vec3(1.0 / 3.0), outvec); } +uniform vec3 volumeColor = vec3(1.0); + void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) @@ -1714,7 +1716,7 @@ void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec if (value.a > 1e-8) value.rgb /= value.a; - outvec = value.rgb; + outvec = value.rgb * volumeColor; outcol = vec4(outvec, 1.0); outf = dot(vec3(1.0 / 3.0), outvec); } |