[Bf-blender-cvs] [fdf2d8bb959] blender2.8: Eevee: Support for light path node "is camera ray" output.

Clément Foucault noreply at git.blender.org
Wed May 10 16:03:39 CEST 2017


Commit: fdf2d8bb9592bd3a650b35d8bbd8a633169ac026
Author: Clément Foucault
Date:   Wed May 10 10:32:22 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBfdf2d8bb9592bd3a650b35d8bbd8a633169ac026

Eevee: Support for light path node "is camera ray" output.

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

M	source/blender/gpu/shaders/gpu_shader_material.glsl

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

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c021fe26ad4..cf45c076020 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3813,13 +3813,21 @@ void node_light_path(
 	out float transparent_depth,
 	out float transmission_depth)
 {
+#ifndef PROBE_CAPTURE
 	is_camera_ray = 1.0;
-	is_shadow_ray = 0.0;
-	is_diffuse_ray = 0.0;
 	is_glossy_ray = 0.0;
-	is_singular_ray = 0.0;
+	is_diffuse_ray = 0.0;
 	is_reflection_ray = 0.0;
 	is_transmission_ray = 0.0;
+#else
+	is_camera_ray = 0.0;
+	is_glossy_ray = 1.0;
+	is_diffuse_ray = 1.0;
+	is_reflection_ray = 1.0;
+	is_transmission_ray = 1.0;
+#endif
+	is_shadow_ray = 0.0;
+	is_singular_ray = 0.0;
 	ray_length = 1.0;
 	ray_depth = 1.0;
 	diffuse_depth = 1.0;




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