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authorClément Foucault <foucault.clem@gmail.com>2018-05-04 15:39:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-04 17:22:23 +0300
commitf48e53f5625b5c4091cddee09154b43ee98ecfdb (patch)
tree6c9361360d1bc5631795c97650523f675758d325 /source/blender/draw/engines/eevee/eevee_volumes.c
parentd4dd872d56b34f9ce0b03d570cddff52460b5b0f (diff)
Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 7793764b230..2fc480ca36b 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -422,7 +422,8 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
grp = DRW_shgroup_empty_tri_batch_create(scatter_sh, psl->volumetric_scatter_ps,
common_data->vol_tex_size[2]);
DRW_shgroup_uniform_texture_ref(grp, "irradianceGrid", &sldata->irradiance_pool);
- DRW_shgroup_uniform_texture_ref(grp, "shadowTexture", &sldata->shadow_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
+ DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
DRW_shgroup_uniform_texture_ref(grp, "volumeScattering", &txl->volume_prop_scattering);
DRW_shgroup_uniform_texture_ref(grp, "volumeExtinction", &txl->volume_prop_extinction);
DRW_shgroup_uniform_texture_ref(grp, "volumeEmission", &txl->volume_prop_emission);