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authorSergey Sharybin <sergey.vfx@gmail.com>2015-07-28 12:15:29 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-07-28 12:17:18 +0300
commitcd324654b0795128eee2889a2de2f6921d544fa8 (patch)
tree351c07a532ea7a4c21e469c9eb1fbe79e240ed51 /source/blender
parentad7e3c302ee5d7ce86c86228900b0e61e0afcffe (diff)
Fix T45581: GPU failed to find function node_bsdf_refraction
This commit fixes shader tree compilation, but the shading result wouldn't be doing actual refraction because it's a bit involved change which isn't really considered a bug for now. There are more closures which are falling back to diffuse BSDF currently.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 12f55a955e3..ea7ab054234 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2262,6 +2262,11 @@ void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv
result = color;
}
+void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out vec4 result)
+{
+ node_bsdf_diffuse(color, 0.0, N, result);
+}
+
/* emission */
void node_emission(vec4 color, float strength, vec3 N, out vec4 result)