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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_materials.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_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 5bd7fe979b8..31cda5936ad 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -391,7 +391,6 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
- DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
if (vedata->stl->effects->use_ao) {