From fdf2d8bb9592bd3a650b35d8bbd8a633169ac026 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 10 May 2017 10:32:22 +0200 Subject: [PATCH] Eevee: Support for light path node "is camera ray" output. --- .../blender/gpu/shaders/gpu_shader_material.glsl | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) 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;