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authorClément Foucault <foucault.clem@gmail.com>2017-08-21 02:38:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-21 02:39:23 +0300
commitd007828ae78d66cdcc005d9ba3ad57e987f0190a (patch)
treefb4b016b334de11dc309fec438fb76d3143bde78 /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
parent1b79d323d95567de4be595409b5994d993d5154b (diff)
Eevee: Offset the for each AA sample.
This means we have less overall noise for rendered image. SSR, AO, and Refraction are affected by this change. SSR still exhibit artifacts because the reconstruction pattern needs to change every frame (TODO).
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl5
1 files changed, 1 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index e346009bba8..2202ee605fc 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -23,7 +23,7 @@ uniform ivec2 aoHorizonTexSize;
#define aoFactor aoParameters[0].z
#define aoInvSamples aoParameters[0].w
-#define aoOffset aoParameters[1].x
+#define aoOffset aoParameters[1].x /* UNUSED */
#define aoBounceFac aoParameters[1].y
#define aoQuality aoParameters[1].z
#define aoSettings aoParameters[1].w
@@ -76,8 +76,6 @@ float get_phi(ivec2 hr_co, ivec2 fs_co, float sample)
}
/* Blue noise is scaled to cover the rest of the range. */
phi += aoInvSamples * blue_noise;
- /* Rotate everything (for multisampling) */
- phi += aoOffset;
phi *= M_PI;
return phi;
@@ -91,7 +89,6 @@ float get_offset(ivec2 fs_co, float sample)
/* Interleaved jitter for spatial 2x2 denoising */
offset += 0.25 * dot(vec2(1.0), vec2(fs_co & 1));
offset += texture(utilTex, vec3((vec2(fs_co / 2) + 0.5 + 16.0) / LUT_SIZE, 2.0)).r;
- offset = fract(offset + aoOffset);
return offset;
}