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author | Clément Foucault <foucault.clem@gmail.com> | 2021-03-14 01:11:53 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-03-14 01:11:53 +0300 |
commit | e30315ba9591b4571399908850863a725d0f1a1a (patch) | |
tree | 834474a1befcc0091deead2dd1a5736052da7211 /source/blender/draw/engines/eevee/eevee_shaders.c | |
parent | 75fc6e3b2b3f3db9f734415ff457b723664834f9 (diff) |
EEVEE: RenderPass: Fix Ambient Occlusion pass
The shader was not using the horizon texture and was trying to
trace the AO again.
Also the depth reconstruction was off because now using the maxzBuffer.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shaders.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_shaders.c | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 06763c34766..d5e529ea2fd 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -688,7 +688,10 @@ GPUShader *EEVEE_shaders_effect_ambient_occlusion_debug_sh_get(void) { if (e_data.gtao_debug_sh == NULL) { e_data.gtao_debug_sh = DRW_shader_create_fullscreen_with_shaderlib( - datatoc_effect_gtao_frag_glsl, e_data.lib, "#define DEBUG_AO\n"); + datatoc_effect_gtao_frag_glsl, + e_data.lib, + "#define DEBUG_AO\n" + "#define ENABLE_DEFERED_AO"); } return e_data.gtao_debug_sh; } |