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authorClément Foucault <foucault.clem@gmail.com>2018-01-15 19:23:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:24 +0300
commit3cb2b2956b140b840ba8a481ad15df1b567d9c07 (patch)
tree27afbad091568f22beffc7481667b73ca152fde1 /source/blender/draw/engines/eevee/eevee_effects.c
parent84c91be0a4bf83f815406d8f707a60cb51a06d3b (diff)
Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit. The sign of the integer is used to 2 flags (has_hit and is_planar). We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px). The PDF is stored into another GL_R16F texture. We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
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 223012e3906..5322f84679b 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -441,7 +441,7 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
break;
case 2:
- if (stl->g_data->ssr_hit_output[0]) DRW_transform_to_display(stl->g_data->ssr_hit_output[0]);
+ if (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output);
break;
case 3:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);