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author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 17:20:33 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 23:49:15 +0300 |
commit | 4f7665c84410e9e25360b0d80ce073c54242e5d4 (patch) | |
tree | 58b248d3fd41d1312e6f7bfd455cb583f251137b /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | |
parent | 18ba7e26ad445981fb2750ec4bef1273f11d1554 (diff) |
Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.
To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
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.glsl | 3 |
1 files changed, 2 insertions, 1 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 eb0b93d5ac4..b2c72126c40 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -574,7 +574,8 @@ Closure closure_add(Closure cl1, Closure cl2) cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */ return cl; } -#else + +#else /* VOLUMETRICS */ struct Closure { vec3 radiance; |