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authorClément Foucault <foucault.clem@gmail.com>2018-01-18 18:19:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-18 23:52:36 +0300
commit8ed0161aa72b57e63f3edbac76884af90b6719a0 (patch)
tree5275a99a23587d07f5e313c6fadd99c417ea890a /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent97e2b0c594a0ecca0ecd0391ed0b65399c177372 (diff)
Eevee: Implement new LTC algorithm for Sphere Lights.
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center. This might be a bit heavier but it's worth it.
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.glsl2
1 files changed, 1 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 ff3e1717ca8..bdc59ec345a 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -549,7 +549,7 @@ vec3 F_schlick(vec3 f0, float cos_theta)
/* Fresnel approximation for LTC area lights (not MRP) */
vec3 F_area(vec3 f0, vec2 lut)
{
- vec2 fac = normalize(lut.xy);
+ vec2 fac = normalize(lut.xy); /* XXX FIXME this does not work!!! */
/* Unreal specular matching : if specular color is below 2% intensity,
* treat as shadowning */