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author | Clément Foucault <foucault.clem@gmail.com> | 2022-06-20 17:26:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-06-20 17:33:04 +0300 |
commit | 3bb8b64c47eb99388901757dbaaf1b9779b4a648 (patch) | |
tree | 2122142f62c26bdd1e1e75422a41b09f8385f0f6 /source/blender | |
parent | d2e4bd79950f4e600f9e90ae7b58104be8b13801 (diff) |
Fix T99018: EEVEE: Regression: Specular BSDF apply specular color input twice
This was an oversight. I checked that no other node had the same regression.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl index 530907859e9..7ed8b6f6b84 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl @@ -41,7 +41,7 @@ void node_eevee_specular(vec4 diffuse, vec2 split_sum = brdf_lut(NV, roughness); vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum); - reflection_data.color = specular.rgb * brdf; + reflection_data.color = brdf; reflection_data.N = N; reflection_data.roughness = roughness; } |