diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc index 17173ef020a..e3ff4c28604 100644 --- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc +++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.cc @@ -25,6 +25,7 @@ static void node_declare(NodeDeclarationBuilder &b) .max(1.0f) .subtype(PROP_FACTOR); b.add_input<decl::Vector>(N_("Normal")).hide_value(); + b.add_input<decl::Float>(N_("Weight")).unavailable(); b.add_output<decl::Shader>(N_("BSSRDF")); } @@ -49,19 +50,16 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, GPU_link(mat, "world_normals_get", &in[5].link); } - if (node->sss_id > 0) { - bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2); - bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value; - /* For some reason it seems that the socket value is in ARGB format. */ - GPU_material_sss_profile_create(mat, &socket_data->value[1]); + bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2); + bNodeSocketValueRGBA *socket_data = (bNodeSocketValueRGBA *)socket->default_value; + /* For some reason it seems that the socket value is in ARGB format. */ + bool use_subsurf = GPU_material_sss_profile_create(mat, &socket_data->value[1]); - /* sss_id is 0 only the node is not connected to any output. - * In this case flagging the material would trigger a bug (see T68736). */ - GPU_material_flag_set(mat, (eGPUMatFlag)(GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SSS)); - } + float use_sss = (use_subsurf) ? 1.0f : 0.0f; + + GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_SUBSURFACE); - return GPU_stack_link( - mat, node, "node_subsurface_scattering", in, out, GPU_constant(&node->sss_id)); + return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&use_sss)); } static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *node) |