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author | Clément Foucault <foucault.clem@gmail.com> | 2020-10-22 01:55:38 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-10-22 01:57:29 +0300 |
commit | b0f34eee30c42a485e83ca6f5e9495fc0c9283fa (patch) | |
tree | 78a8e5d39c786a45153440d256a8a438491e203e /source/blender | |
parent | 091b43367725f65d3c7f81400ec57624dfa70b3b (diff) |
EEVEE: Principle BSDF: Use multi-scatter switch for the glass variant
This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 3708b8b0531..3bd578e1ffc 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -450,7 +450,7 @@ void node_bsdf_principled_glass(vec4 base_color, eevee_closure_glass(N, vec3(1.0), - vec3(1.0), + vec3((use_multiscatter != 0.0) ? 1.0 : -1.0), int(ssr_id), roughness, 1.0, |