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authorClément Foucault <foucault.clem@gmail.com>2021-03-12 17:59:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-13 22:59:20 +0300
commit6a7f6f2867dc8a7aba8e91bf0fdf299ef276a65b (patch)
tree738770ecdbb2adc0ccb95be64d0db54f1637e976 /source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
parent5fee9dae5d772819f261be420b5128e0e2a561f9 (diff)
Cleanup: EEVEE: Remove hammersley texture and split hammersley code
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.glsl6
1 files changed, 4 insertions, 2 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 18fcfd4fd41..9ecc50d9df5 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
@@ -1,4 +1,5 @@
+#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
@@ -10,7 +11,6 @@ uniform float lodMax;
uniform float intensityFac;
uniform float sampleCount;
-uniform float invSampleCount;
in vec3 worldPosition;
@@ -147,8 +147,10 @@ void main()
float weight = 0.0;
vec3 out_radiance = vec3(0.0);
for (float i = 0; i < sampleCount; i++) {
+ vec3 Xi = rand2d_to_cylinder(hammersley_2d(i, sampleCount));
+
float pdf;
- vec3 L = sample_hemisphere(i, invSampleCount, N, T, B, pdf);
+ vec3 L = sample_uniform_hemisphere(Xi, N, T, B, pdf);
float NL = dot(N, L);
if (NL > 0.0) {