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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-01 16:59:01 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-10 04:09:45 +0300 |
commit | 8b7a83a868c03f3d721eb83498923673c2addb27 (patch) | |
tree | b51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/engines/eevee/eevee_effects.c | |
parent | 5b026486e4f2a36bf4c988593ebecb135a2ccf84 (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.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 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); |