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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-01 19:39:39 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-10 04:09:45 +0300 |
commit | 32e96448b9d08b7975f6afd73b2569a6b81a125e (patch) | |
tree | 7d1ab1a6b26e706f02083883708fa10af7c73c4b /source/blender/draw/engines/eevee/eevee_effects.c | |
parent | e2603a6e821936e9204cba224961beac77b059f4 (diff) |
Eevee: Add Variance Shadow Mapping
This is an alternative to ESM. It does not suffer the same bleeding artifacts.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_effects.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index cacfd5a5957..73c7b4e96b3 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -804,7 +804,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) struct GPUMaterial *mat = EEVEE_material_world_volume_get( scene, wo, volumetrics->use_lights, volumetrics->use_volume_shadows, - false, volumetrics->use_colored_transmit); + false, volumetrics->use_colored_transmit, sldata->lamps->shadow_method); psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps); |