Fix T85939: Eevee Specular BSDF shader compile error

Introduced by 7f7e683099.
This commit is contained in:
Jeroen Bakker
2021-02-24 10:45:25 +01:00
parent 8d50a3e19e
commit 0fe25a6232

View File

@@ -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;
}