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authorClément Foucault <foucault.clem@gmail.com>2017-10-27 17:20:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit4f7665c84410e9e25360b0d80ce073c54242e5d4 (patch)
tree58b248d3fd41d1312e6f7bfd455cb583f251137b /source/blender/nodes
parent18ba7e26ad445981fb2750ec4bef1273f11d1554 (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')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.c2
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,