From 2a84331f02d08092aa42b3870693d09b18744b4b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sun, 16 Jul 2017 23:49:25 +0200 Subject: Eevee: SSR: Output ssr datas to buffers. Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass. --- source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/nodes') diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c index 456c000a39b..35121b2afed 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c @@ -51,7 +51,7 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecD if (!in[2].link) GPU_link(mat, "world_normals_get", &in[2].link); - return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out); + return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id)); } /* node type definition */ -- cgit v1.2.3