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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl9
1 files changed, 8 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index 530907859e9..c95a41c58fc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -34,6 +34,13 @@ void node_eevee_specular(vec4 diffuse,
diffuse_data.N = N;
diffuse_data.sss_id = 0u;
+ /* WORKAROUND: Nasty workaround to the current interface with the closure evaluation.
+ * Ideally the occlusion input should be move to the output node or removed all-together.
+ * This is temporary to avoid a regression in 3.2 and should be removed after EEVEE-Next rewrite.
+ */
+ diffuse_data.sss_radius.r = occlusion;
+ diffuse_data.sss_radius.g = -1.0; /* Flag */
+
ClosureReflection reflection_data;
reflection_data.weight = alpha;
if (true) {
@@ -41,7 +48,7 @@ void node_eevee_specular(vec4 diffuse,
vec2 split_sum = brdf_lut(NV, roughness);
vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum);
- reflection_data.color = specular.rgb * brdf;
+ reflection_data.color = brdf;
reflection_data.N = N;
reflection_data.roughness = roughness;
}