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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-24 02:08:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-24 02:08:26 +0300 |
commit | e92940c6f38d587f7fd823631403adae0e3e5b72 (patch) | |
tree | e478d5a086428e425fb9117d5f199f99bb641648 /source/blender/gpu | |
parent | a6593645bfabf93f292421fd39bef1d942a85283 (diff) |
Eevee: Planar Reflection: Add contact hardening normal distortion.
Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 254779dfbcb..bc4bfc6f281 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3894,9 +3894,9 @@ void node_eevee_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) +void node_output_eevee_material(vec4 surface, out vec4 result) { - result = Surface; + result = vec4(surface.rgb, length(viewPosition)); } #endif |