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authorMatt Ebb <matt@mke3.net>2008-09-25 10:08:41 +0400
committerMatt Ebb <matt@mke3.net>2008-09-25 10:08:41 +0400
commit707f2e300cb44891210bf0168489a0cfb36b3c69 (patch)
treef8ba06e837d4d662c626ac500481e089c2de3b32 /source/blender/render/extern/include/RE_shader_ext.h
parent0417e79586fd1857ac101d17cd6038bc4f2efe3f (diff)
* Worked a bit on cleaning up the code involving layering volumes on
solids, in front of other volumes, etc. Now there's a 'layer depth' value that works similarly to refraction depth - a limit for how many times the view ray will penetrate different volumetric surfaces. I have it close to being able to return alpha, but it's still not 100% correct and needs a bit more work. Going to sit on this for a while.
Diffstat (limited to 'source/blender/render/extern/include/RE_shader_ext.h')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index e8403053e0b..5d74895f0c8 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -113,7 +113,7 @@ typedef struct ShadeInput
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
- float co[3], view[3];
+ float co[3], view[3], camera_co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */