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author | Clément Foucault <foucault.clem@gmail.com> | 2021-02-13 21:08:16 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-02-13 21:08:16 +0300 |
commit | 9e81e1c33f44d6d49956a220f6feaa51bf8cba7c (patch) | |
tree | de23028c5a839a36240a4980177126f777b65247 /source/blender/nodes | |
parent | aaf1650b099393c4cdcf44faf8e3a699e021f817 (diff) |
EEVEE: Fix glass with sharp distribution not ignoring roughness
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c index e0fcce6f617..5fc946e3509 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c @@ -49,6 +49,10 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, GPU_link(mat, "world_normals_get", &in[3].link); } + if (node->custom1 == SHD_GLOSSY_SHARP) { + GPU_link(mat, "set_value_zero", &in[1].link); + } + GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT); float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f; |