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authorClément Foucault <foucault.clem@gmail.com>2022-06-20 17:26:26 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2022-06-22 13:27:10 +0300
commit770ce6b971af21a73449e9eafc5c74ebae13112b (patch)
treef4c879f602d9baacefe4fb8f449dd9a0e7ed24c9 /source
parent9e94525681c80f1604e88f06fac5e55721325758 (diff)
Fix T99018: EEVEE: Regression: Specular BSDF apply specular color input twice
This was an oversight. I checked that no other node had the same regression.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index b744d36d8c6..c95a41c58fc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -48,7 +48,7 @@ void node_eevee_specular(vec4 diffuse,
vec2 split_sum = brdf_lut(NV, roughness);
vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum);
- reflection_data.color = specular.rgb * brdf;
+ reflection_data.color = brdf;
reflection_data.N = N;
reflection_data.roughness = roughness;
}