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authorClément Foucault <foucault.clem@gmail.com>2018-11-06 14:04:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-06 14:05:21 +0300
commit26d5a92606480da5a538af09b455d86c6c2b3ce5 (patch)
tree3f4d3e38c2e07d7505ff580fc62c7eb3cc4c563e /source/blender/nodes
parent2a0a7cd73d99340b348a0298cc709a9c3f663ee9 (diff)
Eevee: Fix broken shader if only using an Ambient Occlusion node
This quick fix does generate some invalid uniform. Will fix that later on.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
index 76ef257f8a3..bf5f0ec13c5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
+++ b/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
@@ -47,6 +47,8 @@ static int node_shader_gpu_ambient_occlusion(GPUMaterial *mat, bNode *node, bNod
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+
return GPU_stack_link(mat, node, "node_ambient_occlusion", in, out);
}