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-rw-r--r--Studio/Content/Material Library/thin_glass_frosted_sp.shader2
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;