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authorClément Foucault <foucault.clem@gmail.com>2017-07-17 14:39:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commit1d00a66f5db787759fdf211322b4683bb5458318 (patch)
tree554d1ef8c5beb000b2f099d0920fe5682fd0a4e3 /source/blender/draw/engines/eevee/shaders/default_frag.glsl
parent2a84331f02d08092aa42b3870693d09b18744b4b (diff)
Eevee: SSR: Encode Normal in buffer and add cubemap fallback.
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index db8ed2d04fe..e1d5bbd8511 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -12,7 +12,7 @@ Closure nodetree_exec(void)
vec3 ssr_spec;
vec3 radiance = eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0, 0, ssr_spec);
- Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), viewNormal.xy, 0);
+ Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0);
#if !defined(USE_ALPHA_BLEND)
result.opacity = length(viewPosition);