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author | Mahmoud Badri <mahmoud.badri@qt.io> | 2019-05-06 16:23:06 +0300 |
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committer | Mahmoud Badri <mahmoud.badri@qt.io> | 2019-05-06 16:50:30 +0000 |
commit | d9e04d60fc7bd12187ef7cfab87d093fb90759ef (patch) | |
tree | 0021303a35b2fc5e5014c71eea40312716014cf1 /Studio/Content/Material Library/thin_glass_frosted_sp.shader | |
parent | f4570615677464bcf3e69086320def6c6b8841ff (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/thin_glass_frosted_sp.shader')
-rw-r--r-- | Studio/Content/Material Library/thin_glass_frosted_sp.shader | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Studio/Content/Material Library/thin_glass_frosted_sp.shader b/Studio/Content/Material Library/thin_glass_frosted_sp.shader index d6a20ecd..6619ec2d 100644 --- a/Studio/Content/Material Library/thin_glass_frosted_sp.shader +++ b/Studio/Content/Material Library/thin_glass_frosted_sp.shader @@ -216,7 +216,7 @@ 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; |