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authorClément Foucault <foucault.clem@gmail.com>2017-09-01 19:39:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-10 04:09:45 +0300
commit32e96448b9d08b7975f6afd73b2569a6b81a125e (patch)
tree7d1ab1a6b26e706f02083883708fa10af7c73c4b /source/blender/draw/engines/eevee/eevee_effects.c
parente2603a6e821936e9204cba224961beac77b059f4 (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.c2
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);