diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 20:44:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-02 20:44:44 +0300 |
commit | 5f7192018eb81af1cf406999d8d7871b4f47cd31 (patch) | |
tree | baad096703fc06f690d371a4b4d0b81e770e77ea /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | |
parent | 04e4a0db0dec2f52b0059c58c32fc5fa423a0407 (diff) |
Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.
This makes the metals shine more.
Previous behaviour was not correct.
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 | 8 |
1 files changed, 7 insertions, 1 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 2202ee605fc..476de25fb54 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -327,7 +327,13 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou float visibility; vec3 vnor = mat3(ViewMatrix) * N; -#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) && !defined(USE_ALPHA_BLEND) +#if (defined(MESH_SHADER) && \ + !defined(USE_ALPHA_HASH) && \ + !defined(USE_ALPHA_CLIP) && \ + !defined(SHADOW_SHADER) && \ + !defined(USE_MULTIPLY) && \ + !defined(USE_ALPHA_BLEND)) \ + || defined(STEP_RESOLVE) gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal); #else gtao(vnor, vpos, randuv, visibility, bent_normal); |