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authorClément Foucault <foucault.clem@gmail.com>2018-01-16 20:21:56 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:25 +0300
commit9fd28c776938fe420782a6339e9da7c619724dae (patch)
treec24866ccd3f0670d82f5686362bbfb3f2e8741d5 /source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
parentc372113489cbcd072aaba5abe50e6fa125f35cea (diff)
Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
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.glsl2
1 files changed, 1 insertions, 1 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 bc78d622093..fef55d82e96 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -199,7 +199,7 @@ void fallback_cubemap(
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
vec3 bent_normal;
- float final_ao = occlusion_compute(N, viewPosition, 1.0, rand.rg, bent_normal);
+ float final_ao = occlusion_compute(N, viewPosition, 1.0, rand, bent_normal);
final_ao = specular_occlusion(dot(N, V), final_ao, roughness);
/* Starts at 1 because 0 is world probe */