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authorBrecht Van Lommel <brecht@blender.org>2020-05-10 17:12:46 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-06-02 05:54:44 +0300
commit18cda8be8768b1e4ad9c359295142272e7aac6bf (patch)
treefd01cf95d243c9090431427719fa12d86a608d2b /intern/cycles/kernel/kernel_passes.h
parent98c301d25ec7792075f6fb3826035f00e75a0926 (diff)
Cycles: change perspective depth pass to be more standard
Now it matches Eevee, OpenGL and other renderers. Panoramic camera depth passes are unchanged, and are still distance from the camera center.
Diffstat (limited to 'intern/cycles/kernel/kernel_passes.h')
-rw-r--r--intern/cycles/kernel/kernel_passes.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_passes.h b/intern/cycles/kernel/kernel_passes.h
index 7437e540a1f..753cf4561b2 100644
--- a/intern/cycles/kernel/kernel_passes.h
+++ b/intern/cycles/kernel/kernel_passes.h
@@ -194,7 +194,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg,
average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) {
if (state->sample == 0) {
if (flag & PASSMASK(DEPTH)) {
- float depth = camera_distance(kg, sd->P);
+ float depth = camera_z_depth(kg, sd->P);
kernel_write_pass_float(buffer + kernel_data.film.pass_depth, depth);
}
if (flag & PASSMASK(OBJECT_ID)) {