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authorClément Foucault <foucault.clem@gmail.com>2017-10-07 00:38:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-07 00:44:22 +0300
commit9ab18d14f6f1cfe510a2b06ee477498502d1c887 (patch)
tree1600baa94e45aa9462efe5afcea2d563b84c5059 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parent321f773ca65921f6cb1ba13562bf9e942a30c455 (diff)
Eevee: Modify the raycast function to be more flexible.
Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range. This is in order to add contact shadows.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index e23effb854c..5f4a4c9f89f 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -25,6 +25,9 @@ in vec3 worldNormal;
in vec3 viewNormal;
#endif
+uniform float maxRoughness;
+uniform int rayCount;
+
/* ----------- default ----------- */
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)