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authorMahmoud Badri <mahmoud.badri@qt.io>2019-05-06 16:23:06 +0300
committerMahmoud Badri <mahmoud.badri@qt.io>2019-05-06 16:50:30 +0000
commitd9e04d60fc7bd12187ef7cfab87d093fb90759ef (patch)
tree0021303a35b2fc5e5014c71eea40312716014cf1 /Studio/Content/Material Library/simple_glass.shader
parentf4570615677464bcf3e69086320def6c6b8841ff (diff)
Update custom material shaders to work with alpha channel colors
Task-number: QT3DS-3395 Change-Id: I462629e7c4b616fde7f7c9354477b2ab3f836fb9 Reviewed-by: Jere Tuliniemi <jere.tuliniemi@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Diffstat (limited to 'Studio/Content/Material Library/simple_glass.shader')
-rw-r--r--Studio/Content/Material Library/simple_glass.shader2
1 files changed, 1 insertions, 1 deletions
diff --git a/Studio/Content/Material Library/simple_glass.shader b/Studio/Content/Material Library/simple_glass.shader
index bf3b75c6..09aa2c9b 100644
--- a/Studio/Content/Material Library/simple_glass.shader
+++ b/Studio/Content/Material Library/simple_glass.shader
@@ -173,7 +173,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4
{
vec4 rgba = color;
float ratio = simpleFresnel( normal, materialIOR, uFresnelPower );
- vec3 absorb_color = ( log( glass_color )/-1.000000 );
+ vec3 absorb_color = ( log( glass_color.rgb )/-1.000000 );
// prevent log(0) -> inf number issue
if ( isinf(absorb_color.r) ) absorb_color.r = 1.0;
if ( isinf(absorb_color.g) ) absorb_color.g = 1.0;