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authorThomas Dinges <blender@dingto.org>2013-05-24 16:25:18 +0400
committerThomas Dinges <blender@dingto.org>2013-05-24 16:25:18 +0400
commit1140051e5692a4f8bf52b754d26ff2779bbce3ec (patch)
tree5b9c3218cd540fdc98e26b8d89a10102819a5b78 /source
parent1693988926fefdbbd8c4e544a677c68cb726ceab (diff)
Fix for [#35490] Initial cube is green, turn off matcap and it is correct color
* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f5b142fa5b9..fe54cd16b73 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2063,7 +2063,7 @@ void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 re
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_toon(vec4 color, float size, float smooth, vec3 N, out vec4 result)
+void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}