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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
index 4271ac9105b..0deaf4054d2 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
@@ -4,6 +4,8 @@
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_eval_lib.glsl)
+#pragma BLENDER_REQUIRE(renderpass_lib.glsl)
struct ClosureInputGlossy {
vec3 N; /** Shading normal. */
@@ -143,6 +145,7 @@ void closure_Glossy_eval_end(ClosureInputGlossy cl_in,
ClosureEvalCommon cl_common,
inout ClosureOutputGlossy cl_out)
{
+ cl_out.radiance = render_pass_glossy_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);