Change the behavior of AO pass in Blender internal's shader/render node tree so that...
authorIrie Shinsuke <irieshinsuke@yahoo.co.jp>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
committerIrie Shinsuke <irieshinsuke@yahoo.co.jp>
Tue, 12 Nov 2013 10:59:40 +0000 (10:59 +0000)
commitba7fd8cd5c173730c8c2250eac7ea48fafd519c7
treef2228ea2e83dcc04fb965c36197579008716e921
parente177ac100ba83c9f53d715aed86a092106554088
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.
source/blender/gpu/shaders/gpu_shader_material.glsl
source/blender/nodes/shader/nodes/node_shader_material.c
source/blender/render/intern/source/shadeoutput.c