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authorClément Foucault <foucault.clem@gmail.com>2018-01-16 20:17:02 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-16 20:22:25 +0300
commitc372113489cbcd072aaba5abe50e6fa125f35cea (patch)
treeda0ff586cca37c9c5518b6402fbe88c7938be323 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parent5f569378d2d8c3a9f923afb5b94e68862926922d (diff)
Eevee: Add macro to sample noise in utilTex.
Avoid future coding error.
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, 2 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 19bfb5856c0..d425a8575e2 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -15,6 +15,7 @@ uniform float refractionDepth;
#ifndef UTIL_TEX
#define UTIL_TEX
uniform sampler2DArray utilTex;
+#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
#endif /* UTIL_TEX */
in vec3 worldPosition;
@@ -175,7 +176,7 @@ void CLOSURE_NAME(
vec3 V = cameraVec;
- vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LAMPS LIGHTING ---------------------- */