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authorClément Foucault <foucault.clem@gmail.com>2017-09-01 16:59:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-10 04:09:45 +0300
commit8b7a83a868c03f3d721eb83498923673c2addb27 (patch)
treeb51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/engines/eevee/eevee_effects.c
parent5b026486e4f2a36bf4c988593ebecb135a2ccf84 (diff)
Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
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 ace350cada1..cacfd5a5957 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -811,7 +811,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if (grp != NULL) {
DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "shadowCubes", &sldata->shadow_depth_cube_pool);
+ DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);