[Bf-blender-cvs] [868d360] master: Fix T45693: Fix for using 4-component vector as 3 component in osd shader

Sergey Sharybin noreply at git.blender.org
Wed Aug 5 21:36:29 CEST 2015


Commit: 868d3605ee336895dffb2e80bc92d56a1c035719
Author: Sergey Sharybin
Date:   Wed Aug 5 21:35:38 2015 +0200
Branches: master
https://developer.blender.org/rB868d3605ee336895dffb2e80bc92d56a1c035719

Fix T45693: Fix for using 4-component vector as 3 component in osd shader

===================================================================

M	intern/opensubdiv/gpu_shader_opensubd_display.glsl

===================================================================

diff --git a/intern/opensubdiv/gpu_shader_opensubd_display.glsl b/intern/opensubdiv/gpu_shader_opensubd_display.glsl
index 7acde19..7fddcf2 100644
--- a/intern/opensubdiv/gpu_shader_opensubd_display.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubd_display.glsl
@@ -249,8 +249,8 @@ void main()
 		vec3 h = normalize(l + vec3(0, 0, 1));
 		float d = max(0.0, dot(N, l));
 		float s = pow(max(0.0, dot(N, h)), shininess);
-		L_diffuse += d * lightSource[i].diffuse;
-		L_specular += s * lightSource[i].specular;
+		L_diffuse += d * lightSource[i].diffuse.rgb;
+		L_specular += s * lightSource[i].specular.rgb;
 	}
 #else  /* USE_COLOR_MATERIAL */
 	vec3 varying_position = inpt.v.position.xyz;




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