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authorClément Foucault <foucault.clem@gmail.com>2017-07-17 00:49:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commit2a84331f02d08092aa42b3870693d09b18744b4b (patch)
treef3d0a3d83f39bf43b2a69e651cde177ae2e95c95 /source/blender/nodes
parent04f8e1b21c716b6d4eefed6678d036cd0c96d4d2 (diff)
Eevee: SSR: Output ssr datas to buffers.
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
index 456c000a39b..35121b2afed 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
@@ -51,7 +51,7 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
- return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out);
+ return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id));
}
/* node type definition */