From 9e81e1c33f44d6d49956a220f6feaa51bf8cba7c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sat, 13 Feb 2021 19:08:16 +0100 Subject: EEVEE: Fix glass with sharp distribution not ignoring roughness --- source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'source/blender') diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c index e0fcce6f617..5fc946e3509 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c @@ -49,6 +49,10 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, GPU_link(mat, "world_normals_get", &in[3].link); } + if (node->custom1 == SHD_GLOSSY_SHARP) { + GPU_link(mat, "set_value_zero", &in[1].link); + } + GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT); float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f; -- cgit v1.2.3