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author | Clément Foucault <foucault.clem@gmail.com> | 2017-08-21 02:38:14 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-08-21 02:39:23 +0300 |
commit | d007828ae78d66cdcc005d9ba3ad57e987f0190a (patch) | |
tree | fb4b016b334de11dc309fec438fb76d3143bde78 /source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl | |
parent | 1b79d323d95567de4be595409b5994d993d5154b (diff) |
Eevee: Offset the for each AA sample.
This means we have less overall noise for rendered image.
SSR, AO, and Refraction are affected by this change.
SSR still exhibit artifacts because the reconstruction pattern needs to change every frame (TODO).
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index 7dc047882c3..0a958404385 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -16,6 +16,7 @@ uniform sampler2D normalBuffer; uniform sampler2D specroughBuffer; uniform int planar_count; +uniform float noiseOffset; layout(location = 0) out vec4 hitData0; layout(location = 1) out vec4 hitData1; |