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authorClément Foucault <foucault.clem@gmail.com>2019-05-14 20:58:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-14 20:59:07 +0300
commit987c6da6c0dd7b4f8c64561c030d4c381f2725c5 (patch)
tree52e69e96de7ed38569408100016908a1de9d7a1c /source/blender
parent2f6c4e5bb48f974c3534fcda661366edf478f569 (diff)
Eevee: Fix volumetric shaders compilation error
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl6
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 6a3d6c3b142..94770aa2ebf 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3376,11 +3376,11 @@ void node_output_world(Closure surface, Closure volume, out Closure result)
#endif /* VOLUMETRICS */
}
-#ifndef VOLUMETRICS
/* TODO : clean this ifdef mess */
/* EEVEE output */
void world_normals_get(out vec3 N)
{
+#ifndef VOLUMETRICS
# ifdef HAIR_SHADER
vec3 B = normalize(cross(worldNormal, hairTangent));
float cos_theta;
@@ -3398,8 +3398,12 @@ void world_normals_get(out vec3 N)
# else
N = gl_FrontFacing ? worldNormal : -worldNormal;
# endif
+#else
+ generated_from_orco(vec3(0.0), N);
+#endif
}
+#ifndef VOLUMETRICS
void node_eevee_specular(vec4 diffuse,
vec4 specular,
float roughness,