diff options
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 4 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc | 26 |
2 files changed, 14 insertions, 16 deletions
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 ec9ff909940..8f91ded3f82 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -47,8 +47,8 @@ void node_bsdf_principled(vec4 base_color, float weight, const float do_diffuse, const float do_clearcoat, - //const float do_refraction, - //const float do_multiscatter, + // const float do_refraction, + // const float do_multiscatter, float do_sss, out Closure result) { diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc index c33440a9edc..ad0b545aabf 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc @@ -98,10 +98,7 @@ static void node_declare(NodeDeclarationBuilder &b) .subtype(PROP_FACTOR); /* TODO: Also add support to Principled v1? Would remain compatible and reduce differences. */ b.add_input<decl::Color>(N_("Clearcoat Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); - b.add_input<decl::Float>(N_("Thin Film Thickness")) - .default_value(0.0f) - .min(0.0f) - .max(10000.0f); + b.add_input<decl::Float>(N_("Thin Film Thickness")).default_value(0.0f).min(0.0f).max(10000.0f); b.add_input<decl::Float>(N_("Thin Film IOR")).default_value(1.5f).min(1.0f).max(10.0f); /* TODO: Restrict min/max (e.g. 0.1 to 10) */ b.add_input<decl::Float>(N_("IOR")).default_value(1.45f).min(0.0f).max(1000.0f); @@ -227,16 +224,17 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, GPU_material_flag_set(mat, flag); - return GPU_stack_link(mat, - node, - "node_bsdf_principled", - in, - out, - GPU_constant(&use_diffuse_f), - GPU_constant(&use_clear_f), - //GPU_constant(&use_refract_f), - //GPU_constant(&use_multi_scatter), // TODO: Disabled because of GLSL argument limit - GPU_uniform(&use_sss)); + return GPU_stack_link( + mat, + node, + "node_bsdf_principled", + in, + out, + GPU_constant(&use_diffuse_f), + GPU_constant(&use_clear_f), + // GPU_constant(&use_refract_f), + // GPU_constant(&use_multi_scatter), // TODO: Disabled because of GLSL argument limit + GPU_uniform(&use_sss)); } static void node_shader_update_principled(bNodeTree *ntree, bNode *node) |