diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl index 5cd82d298d5..574b24b3650 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl @@ -1,6 +1,8 @@ #pragma BLENDER_REQUIRE(lights_lib.glsl) #pragma BLENDER_REQUIRE(lightprobe_lib.glsl) #pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl) +#pragma BLENDER_REQUIRE(closure_eval_lib.glsl) +#pragma BLENDER_REQUIRE(renderpass_lib.glsl) struct ClosureInputDiffuse { vec3 N; /** Shading normal. */ @@ -88,6 +90,7 @@ void closure_Diffuse_eval_end(ClosureInputDiffuse cl_in, ClosureEvalCommon cl_common, inout ClosureOutputDiffuse cl_out) { + cl_out.radiance = render_pass_diffuse_mask(cl_out.radiance); #if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ cl_out.radiance = vec3(0.0); |