[Bf-blender-cvs] [f61bcc70e11] blender2.8: Eevee: Render Fix black normals on blended material in the normal pass.
Clément Foucault
noreply at git.blender.org
Mon Feb 5 02:01:40 CET 2018
Commit: f61bcc70e111fdcaa9aa6df963322df6d2e2a2fd
Author: Clément Foucault
Date: Sat Feb 3 03:16:16 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBf61bcc70e111fdcaa9aa6df963322df6d2e2a2fd
Eevee: Render Fix black normals on blended material in the normal pass.
===================================================================
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 09e3024ae10..f571d8c727b 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -685,18 +685,11 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
- if (cl1.ssr_id == outputSsrId) {
- cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
- cl.ssr_normal = cl1.ssr_normal;
- cl.ssr_id = cl1.ssr_id;
- }
- else {
- cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
- cl.ssr_normal = cl2.ssr_normal;
- cl.ssr_id = cl2.ssr_id;
- }
if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
cl1.radiance = cl2.radiance;
+ cl1.ssr_normal = cl2.ssr_normal;
+ cl1.ssr_data = cl2.ssr_data;
+ cl1.ssr_id = cl2.ssr_id;
# ifdef USE_SSS
cl1.sss_data = cl2.sss_data;
# ifdef USE_SSS_ALBEDO
@@ -706,6 +699,9 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
}
if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
cl2.radiance = cl1.radiance;
+ cl2.ssr_normal = cl1.ssr_normal;
+ cl2.ssr_data = cl1.ssr_data;
+ cl2.ssr_id = cl1.ssr_id;
# ifdef USE_SSS
cl2.sss_data = cl1.sss_data;
# ifdef USE_SSS_ALBEDO
@@ -713,6 +709,16 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
# endif
# endif
}
+ if (cl1.ssr_id == outputSsrId) {
+ cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
+ cl.ssr_normal = cl1.ssr_normal;
+ cl.ssr_id = cl1.ssr_id;
+ }
+ else {
+ cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
+ cl.ssr_normal = cl2.ssr_normal;
+ cl.ssr_id = cl2.ssr_id;
+ }
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
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