[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58097] branches/soc-2013-dingto/source/ blender/gpu/shaders/gpu_shader_material.glsl: * Fix GLSL shader for Light Path node after ray depth addition.
Thomas Dinges
blender at dingto.org
Tue Jul 9 03:05:05 CEST 2013
Revision: 58097
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58097
Author: dingto
Date: 2013-07-09 01:05:04 +0000 (Tue, 09 Jul 2013)
Log Message:
-----------
* Fix GLSL shader for Light Path node after ray depth addition.
Modified Paths:
--------------
branches/soc-2013-dingto/source/blender/gpu/shaders/gpu_shader_material.glsl
Modified: branches/soc-2013-dingto/source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
--- branches/soc-2013-dingto/source/blender/gpu/shaders/gpu_shader_material.glsl 2013-07-09 01:04:49 UTC (rev 58096)
+++ branches/soc-2013-dingto/source/blender/gpu/shaders/gpu_shader_material.glsl 2013-07-09 01:05:04 UTC (rev 58097)
@@ -2253,7 +2253,8 @@
out float is_singular_ray,
out float is_reflection_ray,
out float is_transmission_ray,
- out float ray_length)
+ out float ray_length,
+ out float ray_depth)
{
is_camera_ray = 1.0;
is_shadow_ray = 0.0;
@@ -2263,6 +2264,7 @@
is_reflection_ray = 0.0;
is_transmission_ray = 0.0;
ray_length = 1.0;
+ ray_depth = 0.0;
}
void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant)
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