- [Preview Panel] Fix channel selector shows up incorrectly in sdf mode.

This commit is contained in:
Tanasart 2024-07-20 16:40:03 +07:00
parent 9c94901006
commit 3ff3f6c3a3
2 changed files with 13 additions and 5 deletions

View file

@ -1954,8 +1954,10 @@ function Panel_Preview() : PanelContent() constructor {
draw_set_color(COLORS.panel_toolbar_separator);
draw_line_width(tbx + ui(12), tby - toolbar_height / 2 + ui(8), tbx + ui(12), tby + toolbar_height / 2 - ui(8), 2);
if(d3_active) drawNodeChannel3D(tbx, tby);
else drawNodeChannel(tbx, tby);
if(d3_active && _node && _node.is_3D == NODE_3D.polygon)
drawNodeChannel3D(tbx, tby);
else
drawNodeChannel(tbx, tby);
} #endregion
function drawSplitView() { #region

View file

@ -874,17 +874,23 @@ vec4 scene() {
}
}
vec3 ref = reflect(dir, norm);
vec3 bgClr = background.rgb;
// if(useEnv == 1) {
// vec4 refC = sampleTexture(0, equirectangularUv(norm), 0);
// bgClr *= refC.rgb;
// }
///////////////////////////////////////////////////////////
float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
distNorm = 1. - distNorm;
distNorm = smoothstep(.0, .3, distNorm);
c = mix(c * background.rgb, c, mix(1., distNorm, depthInt));
c = mix(c * bgClr, c, mix(1., distNorm, depthInt));
///////////////////////////////////////////////////////////
if(useEnv == 1) {
vec3 ref = reflect(dir, norm);
vec4 refC = sampleTexture(0, equirectangularUv(ref), 0);
c = mix(c, c * refC.rgb, refl);
}
@ -893,7 +899,7 @@ vec4 scene() {
vec3 light = normalize(lightPosition);
float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
c = mix(c * background.rgb, c, lamo);
c = mix(c * bgClr, c, lamo);
///////////////////////////////////////////////////////////