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authorClément Foucault <foucault.clem@gmail.com>2021-03-13 13:44:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-13 22:59:20 +0300
commit267a9e14f5a7cda16309937b5b8fba700f8c833b (patch)
treeaf7cb664c3c87dfd93565d2ce5679ce37775d006 /source/blender/draw/engines/eevee/eevee_private.h
parentb79f209041700acec9ace9c5091b6706a21b1e96 (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.h1
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;