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authorClément Foucault <foucault.clem@gmail.com>2018-01-16 20:21:56 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:25 +0300
commit9fd28c776938fe420782a6339e9da7c619724dae (patch)
treec24866ccd3f0670d82f5686362bbfb3f2e8741d5 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parentc372113489cbcd072aaba5abe50e6fa125f35cea (diff)
Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
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.glsl2
1 files changed, 1 insertions, 1 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 d425a8575e2..a2917842d43 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -396,7 +396,7 @@ void CLOSURE_NAME(
/* ---------------------------- */
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
vec3 bent_normal;
- float final_ao = occlusion_compute(N, viewPosition, ao, rand.zw, bent_normal);
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal);
#endif