diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-28 16:56:34 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-28 16:57:14 +0300 |
commit | 971affb4366634da35a7d9637243d451f0b227e2 (patch) | |
tree | 714500dd7456450d67af9cc50471bab3d9318bd4 /source | |
parent | be047fe455b8a289b2ebc43af81374510c0b6a06 (diff) |
Fix T45590: Some more missing glsl functions
Also SSS node was using wrong Normal input index.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 5 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c | 4 |
2 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index ea7ab054234..54864b2b185 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2267,6 +2267,11 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out ve node_bsdf_diffuse(color, 0.0, N, result); } +void node_ambient_occlusion(vec4 color, out vec4 result) +{ + result = color; +} + /* emission */ void node_emission(vec4 color, float strength, vec3 N, out vec4 result) diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c index 9fe56d4f01d..8c83fa47815 100644 --- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c +++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c @@ -60,8 +60,8 @@ static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNo static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - if (!in[1].link) - in[1].link = GPU_builtin(GPU_VIEW_NORMAL); + if (!in[5].link) + in[5].link = GPU_builtin(GPU_VIEW_NORMAL); return GPU_stack_link(mat, "node_subsurface_scattering", in, out); } |