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authorClément Foucault <foucault.clem@gmail.com>2018-01-16 20:17:02 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:25 +0300
commitc372113489cbcd072aaba5abe50e6fa125f35cea (patch)
treeda0ff586cca37c9c5518b6402fbe88c7938be323 /source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
parent5f569378d2d8c3a9f923afb5b94e68862926922d (diff)
Eevee: Add macro to sample noise in utilTex.
Avoid future coding error.
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.glsl7
1 files changed, 6 insertions, 1 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 88e71a060c5..a0c39c79048 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
@@ -12,7 +12,12 @@ uniform float jitterThreshold;
uniform sampler2D depthBuffer;
uniform sampler2D sssData;
uniform sampler2D sssAlbedo;
+
+#ifndef UTIL_TEX
+#define UTIL_TEX
uniform sampler2DArray utilTex;
+#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+#endif /* UTIL_TEX */
out vec4 FragColor;
@@ -41,7 +46,7 @@ void main(void)
vec4 sss_data = texture(sssData, uvs).rgba;
float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
- float rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2), 0).r;
+ float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
#ifdef FIRST_PASS
float angle = M_2PI * rand + M_PI_2;
vec2 dir = vec2(1.0, 0.0);