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authorClément Foucault <foucault.clem@gmail.com>2017-10-02 18:40:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-02 19:42:18 +0300
commit21ec254ae2bf128510a5c49ffbada9ac04e7bf95 (patch)
tree344d66256b3c8af82055af80769d980df22e7bc4 /source
parentdc327e2793ba21df02ee2b7787d35170e92a1521 (diff)
Eevee : Light Grid : Init grid to black instead of world color.
This was a mistake to use world color because it introduce light bleeding on indoor environement.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
index c25e717e322..292d23deecd 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
@@ -13,5 +13,8 @@ void main()
#endif
ivec2 coord = ivec2(gl_FragCoord.xy) % data_size;
FragColor = texelFetch(gridTexture, coord, 0);
- // FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+
+ if (any(greaterThan(ivec2(gl_FragCoord.xy), data_size))) {
+ FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
} \ No newline at end of file