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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-28 12:15:29 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-07-28 12:17:18 +0300 |
commit | cd324654b0795128eee2889a2de2f6921d544fa8 (patch) | |
tree | 351c07a532ea7a4c21e469c9eb1fbe79e240ed51 /source | |
parent | ad7e3c302ee5d7ce86c86228900b0e61e0afcffe (diff) |
Fix T45581: GPU failed to find function node_bsdf_refraction
This commit fixes shader tree compilation, but the shading result wouldn't be
doing actual refraction because it's a bit involved change which isn't really
considered a bug for now. There are more closures which are falling back to
diffuse BSDF currently.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 12f55a955e3..ea7ab054234 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2262,6 +2262,11 @@ void node_bsdf_hair(vec4 color, float offset, float roughnessu, float roughnessv result = color; } +void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out vec4 result) +{ + node_bsdf_diffuse(color, 0.0, N, result); +} + /* emission */ void node_emission(vec4 color, float strength, vec3 N, out vec4 result) |