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author | Clément Foucault <foucault.clem@gmail.com> | 2021-04-19 15:29:38 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-04-19 15:29:38 +0300 |
commit | 610294205fb887536470ab80f1ce7ddde466efa6 (patch) | |
tree | 6630c1bdc4bc67d212e2dd800e76a0c071c8a73a /source/blender/draw/engines/eevee/eevee_shader.hh | |
parent | 5697f96608ce96f25e02b3888325d0d23a613175 (diff) |
EEVEE: Light: Add back LTC area lights and lighting function
I did a small optimization pass to avoid some division and
redundant computation.
Also cleans-up the Light vector usage.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shader.hh')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_shader.hh | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shader.hh b/source/blender/draw/engines/eevee/eevee_shader.hh index d3f41dae5d1..4b7c60b756b 100644 --- a/source/blender/draw/engines/eevee/eevee_shader.hh +++ b/source/blender/draw/engines/eevee/eevee_shader.hh @@ -64,6 +64,8 @@ extern char datatoc_eevee_depth_of_field_tiles_flatten_frag_glsl[]; extern char datatoc_eevee_film_filter_frag_glsl[]; extern char datatoc_eevee_film_lib_glsl[]; extern char datatoc_eevee_film_resolve_frag_glsl[]; +extern char datatoc_eevee_light_lib_glsl[]; +extern char datatoc_eevee_ltc_lib_glsl[]; extern char datatoc_eevee_motion_blur_gather_frag_glsl[]; extern char datatoc_eevee_motion_blur_lib_glsl[]; extern char datatoc_eevee_motion_blur_tiles_dilate_frag_glsl[]; @@ -159,6 +161,8 @@ class ShaderModule { DRW_SHADER_LIB_ADD(shader_lib_, common_hair_lib); DRW_SHADER_LIB_ADD(shader_lib_, common_view_lib); DRW_SHADER_LIB_ADD(shader_lib_, eevee_sampling_lib); + DRW_SHADER_LIB_ADD(shader_lib_, eevee_ltc_lib); + DRW_SHADER_LIB_ADD(shader_lib_, eevee_light_lib); DRW_SHADER_LIB_ADD(shader_lib_, eevee_camera_lib); DRW_SHADER_LIB_ADD(shader_lib_, eevee_culling_lib); DRW_SHADER_LIB_ADD(shader_lib_, eevee_culling_iter_lib); |