[Bf-blender-cvs] [d97c3bc7ad1] blender2.8: Merge branch 'master' into blender2.8
Dalai Felinto
noreply at git.blender.org
Mon Jul 3 15:19:10 CEST 2017
Commit: d97c3bc7ad13cb9e3ec2248ce035a62c28ac70f8
Author: Dalai Felinto
Date: Mon Jul 3 15:07:14 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBd97c3bc7ad13cb9e3ec2248ce035a62c28ac70f8
Merge branch 'master' into blender2.8
===================================================================
===================================================================
diff --cc source/blender/gpu/shaders/gpu_shader_material.glsl
index 0c36d6ca618,67a099159c5..1f9ab45e556
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@@ -2684,13 -2623,9 +2684,13 @@@ void node_bsdf_principled(vec4 base_col
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
{
+ vec3 X, Y;
+ float ax, ay;
+ prepare_tangent(anisotropic, anisotropic_rotation, roughness, N, T, X, Y, ax, ay);
+
/* ambient light */
// TODO: set ambient light to an appropriate value
- vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
+ vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic));
float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
@@@ -2703,12 -2662,13 +2703,13 @@@
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
- vec3 light_position_world = gl_LightSource[i].position.xyz;
+ vec3 light_position_world = glLightSource[i].position.xyz;
- vec3 light_position = normalize(NormalMatrix * light_position_world);
+ vec3 light_position = normalize(light_position_world);
vec3 H = normalize(light_position + V);
- vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
- vec3 light_specular = gl_LightSource[i].specular.rgb;
++ vec3 light_diffuse = glLightSource[i].diffuse.rgb;
+ vec3 light_specular = glLightSource[i].specular.rgb;
float NdotL = dot(N, light_position);
float NdotV = dot(N, V);
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