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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_layer_weight.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c19
1 files changed, 14 insertions, 5 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index a0b2408a7bb..998e1a5687e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -52,24 +52,33 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
-static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+static void node_shader_exec_layer_weight(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
ShadeInput *shi = ((ShaderCallData *)data)->shi;
- float blend = in[0]->vec[0];
+
+ /* Compute IOR. */
+ float blend;
+ nodestack_get_vec(&blend, SOCK_FLOAT, in[0]);
float eta = max_ff(1 - blend, 0.00001);
+ eta = shi->flippednor ? eta : 1 / eta;
+
+ /* Get normal from socket, but only if linked. */
+ bNodeSocket *sock_normal = node->inputs.first;
+ sock_normal = sock_normal->next;
float n[3];
- if (in[1]->hasinput) {
- copy_v3_v3(n, in[1]->vec);
+ if (sock_normal->link) {
+ nodestack_get_vec(n, SOCK_VECTOR, in[1]);
}
else {
copy_v3_v3(n, shi->vn);
}
+
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEW_MATRIX), n);
- out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, shi->flippednor ? eta : 1 / eta);
+ out[0]->vec[0] = RE_fresnel_dielectric(shi->view, n, eta);
float facing = fabs(dot_v3v3(shi->view, n));
if (blend != 0.5) {