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authorClément Foucault <foucault.clem@gmail.com>2018-01-16 15:13:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:24 +0300
commit2221cdb5179467e5b654a41b4c24796bcd66cb93 (patch)
tree07f0d1e57607a7eefd775b60add19023305e4d56 /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent3cb2b2956b140b840ba8a481ad15df1b567d9c07 (diff)
Eevee: SSR: Optimise Texture fetches and solve noise issue.
There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
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.glsl4
1 files changed, 4 insertions, 0 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 a9350dbc632..ff3e1717ca8 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -125,6 +125,10 @@ float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
float max_v2(vec2 v) { return max(v.x, v.y); }
float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
+float sum(vec2 v) { return dot(vec2(1.0), v); }
+float sum(vec3 v) { return dot(vec3(1.0), v); }
+float sum(vec4 v) { return dot(vec4(1.0), v); }
+
float saturate(float a) { return clamp(a, 0.0, 1.0); }
vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); }
vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); }