Commit: f98c838b71e264f7f5dad6e953acd599d987ee55
Author: Jeroen Bakker
Date:   Tue May 29 13:45:57 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf98c838b71e264f7f5dad6e953acd599d987ee55

EEVEE: LookDev reversed the background fadeout

===================================================================

M       release/scripts/startup/bl_ui/space_view3d.py
M       source/blender/draw/engines/eevee/eevee_lookdev.c
M       source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
M       source/blender/makesdna/DNA_view3d_types.h
M       source/blender/makesrna/intern/rna_space.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/space_view3d.py 
b/release/scripts/startup/bl_ui/space_view3d.py
index 51a7eb697fd..0841f914e7e 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3549,7 +3549,7 @@ class VIEW3D_PT_shading(Panel):
             col.row().template_icon_view(shading, "studio_light")
             if shading.studio_light_orientation == 'WORLD':
                 col.row().prop(shading, "studiolight_rot_z")
-                col.row().prop(shading, "studiolight_fadeout")
+                col.row().prop(shading, "studiolight_background")
             col.row().prop(shading, "use_scene_light")
 
 
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c 
b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 1060fb00800..f3f51a63f86 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -54,6 +54,10 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, 
DRWShadingGroup **grp, GPUShad
                        DRW_shgroup_uniform_vec3(*grp, "color", &world->horr, 
1);
                        DRW_shgroup_uniform_float(*grp, "backgroundAlpha", 
&stl->g_data->background_alpha, 1);
                        DRW_shgroup_call_add(*grp, geom, NULL);
+                       if (!pinfo) {
+                               /* Do not fadeout when doing probe rendering, 
only when drawing the background */
+                               DRW_shgroup_uniform_float(*grp, 
"studioLightBackground", &v3d->shading.studiolight_background, 1);
+                       }
 
                        /* Do we need to recalc the lightprobes? */
                        if (pinfo && (pinfo->studiolight_index != sl->index || 
pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)) {
@@ -63,10 +67,6 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, 
DRWShadingGroup **grp, GPUShad
                                pinfo->prev_wo_sh_compiled = false;
                                pinfo->prev_world = NULL;
                        }
-                       else {
-                               /* Do not fadeout when doing probe rendering, 
only when drawing the background */
-                               DRW_shgroup_uniform_float(*grp, 
"studioLightFadeout", &v3d->shading.studiolight_fadeout, 1);
-                       }
                }
        }
 }
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl 
b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 386f3d68bf8..d2a654cecda 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -7,7 +7,7 @@ uniform mat4 ViewMatrixInverse;
 #ifdef LOOKDEV
 uniform mat3 StudioLightMatrix;
 uniform sampler2D image;
-uniform float studioLightFadeout = 0.0;
+uniform float studioLightBackground = 1.0;
 in vec3 viewPosition;
 #endif
 uniform vec3 color;
@@ -51,7 +51,7 @@ void main() {
        vec4 background_color;
        background_transform_to_world(viewPosition, worldvec);
        node_tex_environment_equirectangular(StudioLightMatrix * worldvec, 
image, background_color);
-       background_color.rgb = mix(background_color.rgb, color, 
studioLightFadeout);
+       background_color.rgb = mix(color, background_color.rgb, 
studioLightBackground);
 #else
        vec3 background_color = color;
 #endif
diff --git a/source/blender/makesdna/DNA_view3d_types.h 
b/source/blender/makesdna/DNA_view3d_types.h
index 8545e04cbdd..b0c7cbb7d1d 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -145,7 +145,7 @@ typedef struct View3DShading {
        float single_color[3];
 
        float studiolight_rot_z;
-       float studiolight_fadeout;
+       float studiolight_background;
 
        float object_outline_color[3];
        float pad3;
diff --git a/source/blender/makesrna/intern/rna_space.c 
b/source/blender/makesrna/intern/rna_space.c
index 828a1c61460..94181a1a600 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -2358,10 +2358,10 @@ static void rna_def_space_view3d_shading(BlenderRNA 
*brna)
        RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
        RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
 
-       prop = RNA_def_property(srna, "studiolight_fadeout", PROP_FLOAT, 
PROP_FACTOR);
-       RNA_def_property_float_sdna(prop, NULL, "shading.studiolight_fadeout");
+       prop = RNA_def_property(srna, "studiolight_background", PROP_FLOAT, 
PROP_FACTOR);
+       RNA_def_property_float_sdna(prop, NULL, 
"shading.studiolight_background");
        RNA_def_property_float_default(prop, 0.0);
-       RNA_def_property_ui_text(prop, "Fadeout Background", "Fadeout the 
background rendering of the studiolight");
+       RNA_def_property_ui_text(prop, "Show Background", "Show the studiolight 
in the background");
        RNA_def_property_range(prop, 0.0f, 1.0f);
        RNA_def_property_ui_range(prop, 0.00f, 1.0f, 1, 3);
        RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);

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