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authorClément Foucault <foucault.clem@gmail.com>2022-03-17 16:41:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-17 17:56:17 +0300
commit007d4c9e0fcfd8178f31c4a35b9a20d4616d6aa0 (patch)
tree14c0734fa3797d573a3c983b896363c168e551b4 /source/blender/draw/engines/eevee/eevee_shader.hh
parent36e355e1ad53adcd2238592302a6178c92058395 (diff)
EEVEE: Use compute shaders for lightprobe related filtering
This reduces the complexity and avoid framebuffer setup costs. This also "remove" the prefiltering of the glossy cubemaps in favor of a simple bilinear filtering of the mipchain.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shader.hh')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shader.hh3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shader.hh b/source/blender/draw/engines/eevee/eevee_shader.hh
index 030cb5dc6f5..42b85cb98b4 100644
--- a/source/blender/draw/engines/eevee/eevee_shader.hh
+++ b/source/blender/draw/engines/eevee/eevee_shader.hh
@@ -66,8 +66,7 @@ enum eShaderType {
LIGHTPROBE_DISPLAY_CUBEMAP,
LIGHTPROBE_DISPLAY_IRRADIANCE,
- LIGHTPROBE_FILTER_DOWNSAMPLE_CUBE,
- LIGHTPROBE_FILTER_GLOSSY,
+ LIGHTPROBE_FILTER_CUBEMAP,
LIGHTPROBE_FILTER_DIFFUSE,
LIGHTPROBE_FILTER_VISIBILITY,