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authorClément Foucault <foucault.clem@gmail.com>2017-07-21 15:27:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commite0c1323737c1ba018decd2686c971471deab9f01 (patch)
tree4d9f07c7eb1c49b03380e84b62121df3aa5c2689 /source/blender/draw/engines/eevee/eevee_materials.c
parenta2932078ec247e9723af27f86bcd7be9cab9aeb7 (diff)
Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index e7c066404e2..eae9331fedc 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -283,7 +283,7 @@ static void add_standard_uniforms(DRWShadingGroup *shgrp, EEVEE_SceneLayerData *
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
if (vedata->stl->effects->use_ao) {
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)&vedata->stl->g_data->viewvecs, 2);
- DRW_shgroup_uniform_buffer(shgrp, "minMaxDepthTex", &vedata->stl->g_data->minmaxz);
+ DRW_shgroup_uniform_buffer(shgrp, "minMaxDepthTex", &vedata->txl->maxzbuffer);
DRW_shgroup_uniform_vec3(shgrp, "aoParameters", &vedata->stl->effects->ao_dist, 1);
}
}