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-rw-r--r--intern/cycles/kernel/shaders/node_principled_bsdf.osl2
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl2
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)