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authorClément Foucault <foucault.clem@gmail.com>2018-01-22 01:15:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-22 01:16:59 +0300
commit777e1d358a3af5bb774d13ec0f03c233593f68e7 (patch)
tree1372e9eca4a75be783981103cb9195ca1f265fb0 /source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
parent73a1bf1a80260b0807b39b789f621a7746cf7eed (diff)
Eevee: Probes: Add support for intensity tweak.
This works for grid and cubemaps. The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index eb4315c93a3..b19ee7a9ea3 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -3,6 +3,7 @@ uniform samplerCube probeHdr;
uniform int probeSize;
uniform float lodFactor;
uniform float lodMax;
+uniform float intensityFac;
in vec3 worldPosition;
@@ -192,6 +193,6 @@ void main()
}
}
- FragColor = irradiance_encode(out_radiance / weight);
+ FragColor = irradiance_encode(intensityFac * out_radiance / weight);
#endif
} \ No newline at end of file