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authorClément Foucault <foucault.clem@gmail.com>2017-04-18 13:50:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-18 14:10:17 +0300
commitedcf128ce279e1fa721a1ba16fc3a3dfeac4833b (patch)
tree4317cd33b39f63f90a26c33faf5790b965ebc3cd /source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
parentf1fb605ec9ffd69b82652f3702de8b7ada570fd8 (diff)
Eevee: Introduction of world preconvolved envmap.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
index afa87dfb2c8..105b637c371 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
@@ -129,7 +129,7 @@ float direct_ggx_sphere(LightData ld, ShadingData sd, float roughness)
bsdf *= 1.25331413731;
#endif
- bsdf *= texture(ltcMag, uv).r; /* Bsdf intensity */
+ bsdf *= texture(brdfLut, uv).b; /* Bsdf intensity */
bsdf *= M_1_2PI * M_1_PI;
#else
float energy_conservation;
@@ -150,7 +150,7 @@ float direct_ggx_rectangle(LightData ld, ShadingData sd, float roughness)
mat3 ltcmat = ltc_matrix(uv);
float bsdf = ltc_evaluate(sd.N, sd.V, ltcmat, sd.area_data.corner);
- bsdf *= texture(ltcMag, uv).r; /* Bsdf intensity */
+ bsdf *= texture(brdfLut, uv).b; /* Bsdf intensity */
bsdf *= M_1_2PI;
#else
float energy_conservation;