Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2017-10-02 20:44:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-02 20:44:44 +0300
commit5f7192018eb81af1cf406999d8d7871b4f47cd31 (patch)
treebaad096703fc06f690d371a4b4d0b81e770e77ea /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
parent04e4a0db0dec2f52b0059c58c32fc5fa423a0407 (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.glsl8
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);