From 2ba840652de83e0f546baaf0e10836bd6571731f Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 4 Nov 2012 22:31:32 +0000 Subject: Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs to Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and OSL attribute handling. Meaning of new sockets explained in the documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic --- source/blender/gpu/shaders/gpu_shader_material.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 5713c5e88a2..b930058864c 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2013,7 +2013,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result) result = vec4(L*color.rgb, 1.0); } -void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 T, out vec4 result) +void node_bsdf_anisotropic(vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T, out vec4 result) { node_bsdf_diffuse(color, 0.0, N, result); } -- cgit v1.2.3