EEVEE: Fix glass with sharp distribution not ignoring roughness
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@ -49,6 +49,10 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat,
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GPU_link(mat, "world_normals_get", &in[3].link);
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}
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if (node->custom1 == SHD_GLOSSY_SHARP) {
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GPU_link(mat, "set_value_zero", &in[1].link);
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}
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GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
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float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;
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