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author | Clément Foucault <foucault.clem@gmail.com> | 2017-12-08 13:56:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-12-08 13:58:04 +0300 |
commit | 9aaf75da3de1d66b51562aebfa4f350df08daeb5 (patch) | |
tree | 686354f2a6b40d85c2f7d67f0e80f6b66a686db5 /source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl | |
parent | 7f48923986e3db489fa704c8de4c123bbb8e0254 (diff) |
Eevee: Fix SSR ans SSAO for intel GPU.
On my intel GPU there is some issue when rendering to depth only format.
This workaround the issue.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index ce6f3568cdf..65d3970a82a 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -23,6 +23,10 @@ uniform sampler2D depthBuffer; #define minmax(a, b) max(a, b) #endif +#ifdef GPU_INTEL +out vec4 fragColor; +#endif + void main() { ivec2 texelPos = ivec2(gl_FragCoord.xy); @@ -61,5 +65,10 @@ void main() } #endif +#ifdef GPU_INTEL + /* Use color format instead of 24bit depth texture */ + fragColor = vec4(val); +#else gl_FragDepth = val; +#endif }
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