diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-21 19:25:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-22 01:16:59 +0300 |
commit | a507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch) | |
tree | 9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | |
parent | 790025c01ed76c06e69e6054f1a718ca57771e28 (diff) |
Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.
The use of a global ubo remove lots of uniform lookups and only transfert data when needed.
Lots of renaming for more consistent codestyle.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index a0c39c79048..184eac54c26 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -8,7 +8,6 @@ layout(std140) uniform sssProfile { int sss_samples; }; -uniform float jitterThreshold; uniform sampler2D depthBuffer; uniform sampler2D sssData; uniform sampler2D sssAlbedo; @@ -22,7 +21,6 @@ uniform sampler2DArray utilTex; out vec4 FragColor; uniform mat4 ProjectionMatrix; -uniform vec4 viewvecs[2]; float get_view_z_from_depth(float depth) { @@ -31,7 +29,7 @@ float get_view_z_from_depth(float depth) return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); } else { - return viewvecs[0].z + depth * viewvecs[1].z; + return viewVecs[0].z + depth * viewVecs[1].z; } } @@ -66,7 +64,7 @@ void main(void) vec3 accum = sss_data.rgb * kernel[0].rgb; for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) { - vec2 sample_uv = uvs + kernel[i].a * finalStep * ((abs(kernel[i].a) > jitterThreshold) ? dir : dir_rand); + vec2 sample_uv = uvs + kernel[i].a * finalStep * ((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand); vec3 color = texture(sssData, sample_uv).rgb; float sample_depth = texture(depthBuffer, sample_uv).r; sample_depth = get_view_z_from_depth(sample_depth); |