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authorClément Foucault <foucault.clem@gmail.com>2017-07-20 19:40:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commitf1bf9d6bfb9edf261586a3907d7197a805ce8c3b (patch)
tree845c757c881cfa95d4be0d2a6c1a9b4e3e19d07f /source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
parent09413fad12c92fcd6c3410eadcdfc8f91bc028ef (diff)
Eevee: SSR: Add mipmap filtering and bias to reduce noise.
Also fix the roughness factors.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl15
1 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
new file mode 100644
index 00000000000..4a79fa908b1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -0,0 +1,15 @@
+/**
+ * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ **/
+
+uniform sampler2D source;
+
+out vec4 FragColor;
+
+void main()
+{
+ /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
+ vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
+
+ FragColor = texture(source, uvs);
+} \ No newline at end of file