diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index ca04ebcc3edc9c6ec3f0bdc0aae5fe81c01916ce..45701f090fa6f7cfa37069089c07638577bef9a1 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -898,6 +898,11 @@ void texco_norm(vec3 normal, out vec3 outnormal) outnormal = normalize(normal); } +vec3 mtex_2d_mapping(vec3 vec) +{ + return vec3(vec.xy * 0.5 + vec2(0.5), vec.z); +} + /** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */ mat3 to_mat3(mat4 m4) { @@ -1205,6 +1210,9 @@ void node_subsurface_scattering( #else result.sss_data.rgb *= color.rgb; #endif +#else + node_bsdf_diffuse(color, 0.0, N, result); +#endif } void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)