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authorClément Foucault <foucault.clem@gmail.com>2019-07-08 00:04:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-07-08 19:09:52 +0300
commit9526e236fce6d4ee0230f48cb1f29452ce2574be (patch)
tree4285bfd108b3d46cfd25bd7af018c7d1b58b2b2e /source
parent473259f98bc65909350f951dbed4e2e5ef82fc64 (diff)
Fix T66348 Eevee: Broken shader if using textures and shader_to_rgb node
Was caused by a missing texture resource.
Diffstat (limited to 'source')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c b/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c
index 583ec7edcc3..3a47fe3e991 100644
--- a/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_shaderToRgb.c
@@ -38,6 +38,10 @@ static int node_shader_gpu_shadertorgb(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
+ /* Because node_shader_to_rgba is using fallback_cubemap()
+ * we need to tag material as glossy. */
+ GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
+
return GPU_stack_link(mat, node, "node_shader_to_rgba", in, out);
}