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author | Clément Foucault <foucault.clem@gmail.com> | 2019-03-13 00:02:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-03-13 00:02:39 +0300 |
commit | 41cb5658803bf3b96f18e93c74c6af66ecdb1e83 (patch) | |
tree | 077ec7abca4fa7ca1377fcd4d6d051fc0e714e17 /source/blender/gpu | |
parent | f16bdf1075b04ced7918d6f367e66d2f39f56724 (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.glsl | 2 |
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; |