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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:16:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commit8e78282a941f0cc97d2cb0288817e650cc963e04 (patch)
treea19b8e4ff210b56cd143e768a1c593934a97d506 /source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
parent0a73000dfc1d5a7ca286f21a3c3021943b45bc60 (diff)
Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
index 9c118277212..8324c25225c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -16,4 +16,7 @@ void main()
vec2 uv_history = project_point(pastPersmat, world_position).xy * 0.5 + 0.5;
outData = uv - uv_history;
+
+ /* Encode to unsigned normalized 16bit texture. */
+ outData = outData * 0.5 + 0.5;
}