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-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl2
3 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
index 1c759dc4957..01a16e194ca 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
@@ -19,7 +19,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
result.radiance = out_Diffuse_0.radiance;
/* TODO(fclem) Try to not use this. */
- closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1, result);
+ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}
#else
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
index 6bbef726d4a..5a68f802659 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
@@ -31,7 +31,7 @@ void node_subsurface_scattering(vec4 color,
closure_load_sss_data(scale, out_Diffuse_0.radiance, sss_albedo, int(sss_id), result);
/* TODO(fclem) Try to not use this. */
- closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1, result);
+ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}
#else
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
index 4450b5e05f2..80bd3941b22 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
@@ -11,7 +11,7 @@ void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
CLOSURE_EVAL_FUNCTION_1(node_bsdf_translucent, Translucent);
result = CLOSURE_DEFAULT;
- closure_load_ssr_data(vec3(0.0), 0.0, -in_Translucent_0.N, -1, result);
+ closure_load_ssr_data(vec3(0.0), 0.0, -in_Translucent_0.N, -1.0, result);
result.radiance = render_pass_diffuse_mask(color.rgb, out_Translucent_0.radiance * color.rgb);
}