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authorClément Foucault <foucault.clem@gmail.com>2018-08-08 19:34:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-08 22:27:26 +0300
commitcac43e1765ab128880bd410d3b8387dc7143f740 (patch)
tree85277c7c6230bda86381266406e46ca85e3a78f0 /source/blender/draw/engines/eevee/eevee_materials.c
parent26d46d00cfa73efe8e434796634dd23e76abbf19 (diff)
Eevee: Use "constant folding" for the principle shader
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 769ac11736d..cd6b5db5b56 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -405,7 +405,7 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
}
- if (use_ssrefraction) {
+ if (use_refract || use_ssrefraction) {
BLI_assert(refract_depth != NULL);
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
DRW_shgroup_uniform_texture_ref(shgrp, "colorBuffer", &vedata->txl->refract_color);
@@ -563,6 +563,8 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
+ datatoc_lit_surface_frag_glsl,
datatoc_volumetric_lib_glsl);
e_data.volume_shader_lib = BLI_string_joinN(