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authorClément Foucault <foucault.clem@gmail.com>2018-11-16 16:02:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-16 20:49:45 +0300
commitb24b1ec74b68a7c9c4f5848058106c46df2afccc (patch)
tree1f765f6a49d65a62a2eed80bd95ed238ac6cb977 /source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
parent1f458895f86bbc7eb731f919924da0b32ff14ed3 (diff)
Eevee: SSR: Only fade based on reflected pixel position
Not on reflector pixel position. This improve the feel of SSRs and the final render quality.
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.glsl3
1 files changed, 1 insertions, 2 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 43b888198aa..b8a86f8d742 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -237,12 +237,11 @@ vec3 get_hit_vector(
}
else {
/* Find hit position in previous frame. */
- mask = screen_border_mask(gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0)));
hit_co = get_reprojected_reflection(hit_pos, worldPosition, N);
hit_vec = hit_pos - worldPosition;
}
- mask = min(mask, screen_border_mask(hit_co));
+ mask = screen_border_mask(hit_co);
return hit_vec;
}