Change the behavior of AO pass in Blender internal's shader/render node tree so that...
authoririe <irie@954f8c5b-7b00-dc11-b283-0030488c597c>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
committeririe <irie@954f8c5b-7b00-dc11-b283-0030488c597c>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
commit6c0f6777e1f5eb312d4eaf2fa80c502dbc9af52e
treef1046613dbd6105a9dd0087512216179cbee302f
parent29c104019dcbdde982cbd50887e158319fa38655
Change the behavior of AO pass in Blender internal's shader/render node tree so that it becomes (1.0, 1.0, 1.0) when AO is disabled.

For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.

Thanks to Brecht for code review.

git-svn-id: https://svn.blender.org/svnroot/bf-blender/trunk@61235 954f8c5b-7b00-dc11-b283-0030488c597c
blender/source/blender/gpu/shaders/gpu_shader_material.glsl
blender/source/blender/nodes/shader/nodes/node_shader_material.c
blender/source/blender/render/intern/source/shadeoutput.c