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author | Luca Rood <dev@lucarood.com> | 2017-06-19 17:31:10 +0300 |
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committer | Luca Rood <dev@lucarood.com> | 2017-06-20 19:39:49 +0300 |
commit | aaf37e1216b2a9dfc43591e227c679a5b35af8c0 (patch) | |
tree | ca02bf03d24e919ca55c5475eb98deda91804543 /source/blender/gpu | |
parent | c2f4308e6ba21d4bcbed0aa36b6c770967160771 (diff) |
Implement Eevee output node system
This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 7595a3cf6b7..f423e541dc2 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3893,6 +3893,12 @@ void node_output_specular( { result = vec4(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp); } + +void node_output_eevee_material(vec4 Surface, out vec4 result) +{ + result = Surface; +} + #endif /* ********************** matcap style render ******************** */ |