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authorClément Foucault <foucault.clem@gmail.com>2017-08-13 15:30:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-13 15:30:47 +0300
commite3468d7ec2ce4be2ffc3e22bf86a6ace143c2f16 (patch)
treef0b9bbb048e62f9257e2cd7623667f40905a7ef5 /source/blender/draw/engines/eevee/eevee_materials.c
parent82e0419cc0592ad833ecab07532f50906be7a0b6 (diff)
Eevee: Optimize and improve GTAO Horizon search
This fix a bug when occluder are on the edge of the screen and occludes more than they should. Grouped the texture fetches together and clamp the ray at the border of the screen. Also add a few util functions.
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 517d7780719..e8bf461e91f 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -385,13 +385,13 @@ static void add_standard_uniforms(
if (vedata->stl->effects->use_ao || use_ssrefraction) {
DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
+ DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
}
if (use_ssrefraction) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
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_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
if (vedata->stl->effects->use_ao) {