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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl
index 706b75cb7f9..89a6f10e634 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_translucent_lib.glsl
@@ -3,6 +3,8 @@
#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 ClosureInputTranslucent {
vec3 N; /** Shading normal. */
@@ -69,6 +71,7 @@ void closure_Translucent_eval_end(ClosureInputTranslucent cl_in,
ClosureEvalCommon cl_common,
inout ClosureOutputTranslucent 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);