[Bf-blender-cvs] [0fe25a6232c] master: Fix T85939: Eevee Specular BSDF shader compile error
Jeroen Bakker
noreply at git.blender.org
Wed Feb 24 10:46:18 CET 2021
Commit: 0fe25a6232c4f8eacda02e23945ac3d2ad8808ff
Author: Jeroen Bakker
Date: Wed Feb 24 10:45:25 2021 +0100
Branches: master
https://developer.blender.org/rB0fe25a6232c4f8eacda02e23945ac3d2ad8808ff
Fix T85939: Eevee Specular BSDF shader compile error
Introduced by 7f7e6830991b.
===================================================================
M source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index d5623c890e4..0941482df45 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -38,7 +38,7 @@ void node_eevee_specular(vec4 diffuse,
/* Diffuse. */
out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1), out_Diffuse_0.radiance);
out_Diffuse_0.radiance *= in_Diffuse_0.albedo;
- result += out_Diffuse_0.radiance;
+ result.radiance += out_Diffuse_0.radiance;
}
{
/* Glossy. */
@@ -48,7 +48,7 @@ void node_eevee_specular(vec4 diffuse,
out_Glossy_1.radiance = closure_mask_ssr_radiance(out_Glossy_1.radiance, ssr_id);
out_Glossy_1.radiance *= brdf;
- out_Glossy_1.radiance = render_pass_glossy_mask(spec_color, out_Glossy_1.radiance);
+ out_Glossy_1.radiance = render_pass_glossy_mask(specular.rgb, out_Glossy_1.radiance);
closure_load_ssr_data(
out_Glossy_1.radiance, in_Glossy_1.roughness, in_Glossy_1.N, ssr_id, result);
}
@@ -64,12 +64,12 @@ void node_eevee_specular(vec4 diffuse,
}
{
/* Emission. */
- vec3 out_emission_radiance = render_pass_emission_mask(emission.rgb);
+ vec3 out_emission_radiance = render_pass_emission_mask(emissive.rgb);
result.radiance += out_emission_radiance;
}
- float trans = 1.0 - trans;
- result.transmittance = vec3(trans);
+ float alpha = 1.0 - transp;
+ result.transmittance = vec3(transp);
result.radiance *= alpha;
result.ssr_data.rgb *= alpha;
}
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