Eevee: Render Fix black normals on blended material in the normal pass.
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@ -685,18 +685,11 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
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{
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Closure cl;
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if (cl1.ssr_id == outputSsrId) {
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cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
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cl.ssr_normal = cl1.ssr_normal;
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cl.ssr_id = cl1.ssr_id;
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}
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else {
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cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
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cl.ssr_normal = cl2.ssr_normal;
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cl.ssr_id = cl2.ssr_id;
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}
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if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
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cl1.radiance = cl2.radiance;
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cl1.ssr_normal = cl2.ssr_normal;
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cl1.ssr_data = cl2.ssr_data;
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cl1.ssr_id = cl2.ssr_id;
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# ifdef USE_SSS
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cl1.sss_data = cl2.sss_data;
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# ifdef USE_SSS_ALBEDO
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@ -706,6 +699,9 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
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}
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if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
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cl2.radiance = cl1.radiance;
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cl2.ssr_normal = cl1.ssr_normal;
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cl2.ssr_data = cl1.ssr_data;
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cl2.ssr_id = cl1.ssr_id;
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# ifdef USE_SSS
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cl2.sss_data = cl1.sss_data;
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# ifdef USE_SSS_ALBEDO
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@ -713,6 +709,16 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
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# endif
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# endif
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}
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if (cl1.ssr_id == outputSsrId) {
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cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
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cl.ssr_normal = cl1.ssr_normal;
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cl.ssr_id = cl1.ssr_id;
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}
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else {
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cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
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cl.ssr_normal = cl2.ssr_normal;
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cl.ssr_id = cl2.ssr_id;
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}
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cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
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cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
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