diff options
-rw-r--r-- | intern/cycles/kernel/shaders/node_principled_bsdf.osl | 2 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_closure.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_bsdf.osl index 1711811ac65..23949f406c7 100644 --- a/intern/cycles/kernel/shaders/node_principled_bsdf.osl +++ b/intern/cycles/kernel/shaders/node_principled_bsdf.osl @@ -50,7 +50,7 @@ shader node_principled_bsdf(string distribution = "Multiscatter GGX", float m_cdlum = luminance(BaseColor); color m_ctint = m_cdlum > 0.0 ? BaseColor / m_cdlum : - color(0.0, 0.0, 0.0); // normalize lum. to isolate hue+sat + color(1.0, 1.0, 1.0); // normalize lum. to isolate hue+sat /* rotate tangent */ if (AnisotropicRotation != 0.0) diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h index 1ae94f1d766..f6bf860631e 100644 --- a/intern/cycles/kernel/svm/svm_closure.h +++ b/intern/cycles/kernel/svm/svm_closure.h @@ -308,7 +308,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, float3 m_ctint = m_cdlum > 0.0f ? base_color / m_cdlum : make_float3( - 0.0f, 0.0f, 0.0f); // normalize lum. to isolate hue+sat + 1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat float3 tmp_col = make_float3(1.0f, 1.0f, 1.0f) * (1.0f - specular_tint) + m_ctint * specular_tint; diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 40fe83a3616..49c8973a8ce 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -2,7 +2,7 @@ vec3 tint_from_color(vec3 color) { float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */ - return (lum > 0.0) ? color / lum : vec3(0.0); /* normalize lum. to isolate hue+sat */ + return (lum > 0.0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */ } float principled_sheen(float NV) |