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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_material.h1
-rw-r--r--source/blender/gpu/intern/gpu_material.c8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl10
3 files changed, 18 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 337c0b03308..c23960da1ed 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -190,6 +190,7 @@ void GPU_materials_free(struct Main *bmain);
struct Scene *GPU_material_scene(GPUMaterial *material);
struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
+struct GPUShader *GPU_material_get_shader(GPUMaterial *material);
struct Material *GPU_material_get_material(GPUMaterial *material);
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 97e4c880644..d2384b9c065 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -209,6 +209,11 @@ GPUPass *GPU_material_get_pass(GPUMaterial *material)
return material->pass;
}
+GPUShader *GPU_material_get_shader(GPUMaterial *material)
+{
+ return material->pass ? GPU_pass_shader_get(material->pass) : NULL;
+}
+
/* Return can be NULL if it's a world material. */
Material *GPU_material_get_material(GPUMaterial *material)
{
@@ -662,6 +667,9 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
/* Caller must re-use materials. */
BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
+ /* HACK: Eevee assume this to create Ghash keys. */
+ BLI_assert(sizeof(GPUPass) > 16);
+
/* allocate material */
GPUMaterial *mat = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
mat->ma = ma;
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
index 62f76d46088..4cb00c15b78 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
@@ -1,8 +1,16 @@
-void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
+void node_output_material(
+ Closure surface, Closure volume, vec3 displacement, float alpha_threshold, out Closure result)
{
#ifdef VOLUMETRICS
result = volume;
#else
result = surface;
+# if defined(USE_ALPHA_HASH)
+ /* Alpha clip emulation. */
+ if (alpha_threshold >= 0.0) {
+ float alpha = saturate(1.0 - avg(result.transmittance));
+ result.transmittance = vec3(step(alpha, alpha_threshold));
+ }
+# endif
#endif
}