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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-22 04:50:50 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-22 04:51:06 +0300 |
commit | 87adeb8dd91db5bfada04f6df749c28cc4b79251 (patch) | |
tree | 617a7cc9f8c7b61662b378f9587f334f3d573941 /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | |
parent | 779c950098e46a34f89f1705be61b4b24be11568 (diff) |
Eevee: Ambient Occlusion: Enable Multibounce approximation and Change influence factor.
Making the influence a power for easy tuning. Works like a contrast knob.
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.glsl | 4 |
1 files changed, 2 insertions, 2 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 a3a1d989475..65ff09c4eae 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -124,7 +124,7 @@ void gtao(vec3 normal, vec3 position, vec2 noise, out float visibility #endif } - visibility = min(1.0, visibility / aoSamples); + visibility = clamp(visibility / aoSamples, 1e-8, 1.0); #ifdef USE_BENT_NORMAL /* The bent normal will show the facet look of the mesh. Try to minimize this. */ @@ -132,7 +132,7 @@ void gtao(vec3 normal, vec3 position, vec2 noise, out float visibility #endif /* Scale by user factor */ - visibility = max(0.0, mix(aoFactor, 1.0, visibility)); + visibility = pow(visibility, aoFactor); } /* Multibounce approximation base on surface albedo. |