From b0f34eee30c42a485e83ca6f5e9495fc0c9283fa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 22 Oct 2020 00:55:38 +0200 Subject: EEVEE: Principle BSDF: Use multi-scatter switch for the glass variant This avoid strange discrepency between the general purpose variant and the specialized glass variant which did not have a way to turn multi-scatter off. --- source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source') diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 3708b8b0531..3bd578e1ffc 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -450,7 +450,7 @@ void node_bsdf_principled_glass(vec4 base_color, eevee_closure_glass(N, vec3(1.0), - vec3(1.0), + vec3((use_multiscatter != 0.0) ? 1.0 : -1.0), int(ssr_id), roughness, 1.0, -- cgit v1.2.3