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authorClément Foucault <foucault.clem@gmail.com>2017-09-05 22:02:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-10 04:09:45 +0300
commit716f7859a8f1412a656b51269ee82d46a2d8c7ae (patch)
treef1aedbf22fe5e091633acb6107e7f79a403f4806 /source/blender/draw/engines/eevee/eevee_materials.c
parent6c17348e9160e412e13e17cad996fe50c1ffcbe9 (diff)
Eevee: Add Cascaded Shadow Map support with filtering.
This brings some data structure changes. Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C). This structure contains the array indices of the first shadow element of this shadow "object". It also contains how many shadow to evaluate (to be used for Multiple shadow maps). The filtering is noisy and needs improvement.
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, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 296fc7b02a0..8f2d2bc9ad7 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -57,6 +57,7 @@
"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n" \
"#define MAX_LIGHT " STRINGIFY(MAX_LIGHT) "\n" \
+ "#define MAX_SHADOW " STRINGIFY(MAX_SHADOW) "\n" \
"#define MAX_SHADOW_CUBE " STRINGIFY(MAX_SHADOW_CUBE) "\n" \
"#define MAX_SHADOW_CASCADE " STRINGIFY(MAX_SHADOW_CASCADE) "\n" \
"#define MAX_CASCADE_NUM " STRINGIFY(MAX_CASCADE_NUM) "\n" \