From 94aa87dd62eb147c9d68627c020856cd46dc9cf2 Mon Sep 17 00:00:00 2001 From: Janne Karhu Date: Tue, 19 Oct 2010 16:10:30 +0000 Subject: Fix for [#24293] Shadow pass is wrong * The problem is that shadow pass is derived from the diffuse pass as shad = shad'/diff, where shad' = shad*diff. In cases where diff is 0 and the division can't be done shad is left as shad' (=0). * This all works just fine until the diffuse color is 0 on just one channel (no red in material color for example). In this case the shadow pass is left as 0 too regardless of the existence of an actual shadow, so the end result is a colored shadow! * The only real solution is to use the original shadow intensity to determine if there actually is a shadow or not. This is now stored in shr->shad[3] from the lamp shadow calculation. Note: The best solution would probably be to calculate the shadow pass on it's own and not to derive it from the diffuse pass, but I didn't dare to start messing up the shading code totally. --- source/blender/render/extern/include/RE_shader_ext.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/render/extern/include/RE_shader_ext.h') diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h index 6cab4a7ce03..71ce269fce6 100644 --- a/source/blender/render/extern/include/RE_shader_ext.h +++ b/source/blender/render/extern/include/RE_shader_ext.h @@ -52,7 +52,7 @@ typedef struct ShadeResult float emit[3]; float diff[3]; /* no ramps, shadow, etc */ float spec[3]; - float shad[3]; + float shad[4]; /* shad[3] is shadow intensity */ float ao[3]; float env[3]; float indirect[3]; -- cgit v1.2.3