diff options
Diffstat (limited to 'source/blender')
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); } |