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author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 17:20:33 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 23:49:15 +0300 |
commit | 4f7665c84410e9e25360b0d80ce073c54242e5d4 (patch) | |
tree | 58b248d3fd41d1312e6f7bfd455cb583f251137b /source/blender/nodes/shader | |
parent | 18ba7e26ad445981fb2750ec4bef1273f11d1554 (diff) |
Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.
To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_coord.c | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c index 99ab4ad2c20..0cab9379364 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c @@ -47,6 +47,8 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *node, bNodeExecDat GPUNodeLink *orco = GPU_attribute(CD_ORCO, ""); GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, ""); GPUMatType type = GPU_Material_get_type(mat); + + GPU_link(mat, "generated_from_orco", orco, &orco); if (type == GPU_MATERIAL_TYPE_WORLD) { return GPU_stack_link(mat, node, "node_tex_coord_background", in, out, |