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authorClément Foucault <foucault.clem@gmail.com>2017-07-21 15:27:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commite0c1323737c1ba018decd2686c971471deab9f01 (patch)
tree4d9f07c7eb1c49b03380e84b62121df3aa5c2689 /source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
parenta2932078ec247e9723af27f86bcd7be9cab9aeb7 (diff)
Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
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.glsl2
1 files changed, 1 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 77bae174985..5a59e362fba 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -16,7 +16,7 @@ uniform vec3 aoParameters;
float get_max_horizon(vec2 co, vec3 x, float h, float lod)
{
- float depth = textureLod(minMaxDepthTex, co, floor(lod)).g;
+ float depth = textureLod(minMaxDepthTex, co, floor(lod)).r;
/* Background case */
/* this is really slow and is only a problem