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-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
2 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 1bd9410314b..eb03df67f6b 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -719,7 +719,6 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
Closure cl;
if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
- cl1.radiance = cl2.radiance;
cl1.ssr_normal = cl2.ssr_normal;
cl1.ssr_data = cl2.ssr_data;
cl1.ssr_id = cl2.ssr_id;
@@ -731,7 +730,6 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
# endif
}
if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
- cl2.radiance = cl1.radiance;
cl2.ssr_normal = cl1.ssr_normal;
cl2.ssr_data = cl1.ssr_data;
cl2.ssr_id = cl1.ssr_id;
@@ -752,8 +750,9 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
cl.ssr_normal = cl2.ssr_normal;
cl.ssr_id = cl2.ssr_id;
}
- cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
+ cl.radiance = mix(cl1.radiance * cl1.opacity, cl2.radiance * cl2.opacity, fac);
+ cl.radiance /= max(1e-8, cl.opacity);
# ifdef USE_SSS
cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index e24cf8da989..3ddf1aefe4d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1351,7 +1351,7 @@ void node_bsdf_transparent(vec4 color, out Closure result)
/* this isn't right */
result = CLOSURE_DEFAULT;
result.radiance = vec3(0.0);
- result.opacity = 0.0;
+ result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0);
result.ssr_id = TRANSPARENT_CLOSURE_FLAG;
}