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author | Clément Foucault <foucault.clem@gmail.com> | 2021-03-13 13:44:46 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-03-13 22:59:20 +0300 |
commit | 267a9e14f5a7cda16309937b5b8fba700f8c833b (patch) | |
tree | af7cb664c3c87dfd93565d2ce5679ce37775d006 /source/blender/draw/engines/eevee/eevee_private.h | |
parent | b79f209041700acec9ace9c5091b6706a21b1e96 (diff) |
EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuse
We now reuse 9 hitpoints from the neighboorhood using a blue noise
sample distribution as mentionned in the reference presentation.
Reusing more rays does however make some area a bit more blury.
The resulting noise is quite lower compared to previous implementation
which was only reusing 4 hits.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index f73f10360e9..fdee4fd3c5e 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -723,7 +723,6 @@ typedef struct EEVEE_EffectsInfo { bool reflection_trace_full; bool ssr_was_persp; bool ssr_was_valid_double_buffer; - int ssr_neighbor_ofs; struct GPUTexture *ssr_normal_input; /* Textures from pool */ struct GPUTexture *ssr_specrough_input; struct GPUTexture *ssr_hit_output; |