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authorClément Foucault <foucault.clem@gmail.com>2017-04-21 17:43:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-21 17:43:35 +0300
commit8ac1f03f411c98efe4ca4d568a2b231ff59b2505 (patch)
treec8d04a38b5dd83a90100e8819db90186c84830f5 /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parentcc2d501642555616f3e8808bdbaa72f9c752e1a1 (diff)
Eevee: Cascaded Shadow Maps, follow up.
- Compute coarse bounding box of split frustum. Can be improved - Make use of 4 cascade. - View dependant glitches are fixed. - Optimized shader code.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl11
1 files changed, 3 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index b907adc2323..5762ca45b71 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -59,16 +59,11 @@ struct ShadowMapData {
struct ShadowCascadeData {
mat4 shadowmat[MAX_CASCADE_NUM];
- vec4 bias_count;
- float near[MAX_CASCADE_NUM];
- float far[MAX_CASCADE_NUM];
+ /* arrays of float are not aligned so use vec4 */
+ vec4 split_distances;
+ vec4 bias;
};
-/* convenience aliases */
-#define sh_cascade_bias bias_count.x
-#define sh_cascade_count bias_count.y
-
-
struct AreaData {
vec3 corner[4];
float solid_angle;