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authorClément Foucault <foucault.clem@gmail.com>2017-07-27 12:21:11 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-27 15:51:44 +0300
commit05d73ec06f19013b3cdd4b05870baa45b59b961f (patch)
tree1d1bba2f26fbceac6f1709a15fd7f7012c87d5da /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parentc6a74edcf86ceedd63678421635e231ae4e92de8 (diff)
Eevee: Planar Reflection: only support mirror reflection if not using SSR.
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.glsl6
1 files changed, 3 insertions, 3 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 4a1778091f6..c5d44ba684a 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -96,7 +96,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
- float fade = probe_attenuation_planar(pd, worldPosition, N);
+ float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
@@ -235,7 +235,7 @@ vec3 eevee_surface_clearcoat_lit(
PlanarData pd = planars_data[i];
/* Fade on geometric normal. */
- float fade = probe_attenuation_planar(pd, worldPosition, worldNormal);
+ float fade = probe_attenuation_planar(pd, worldPosition, worldNormal, roughness);
if (fade > 0.0) {
if (!ssrToggle || ssr_id != outputSsrId) {
@@ -459,7 +459,7 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
- float fade = probe_attenuation_planar(pd, worldPosition, N);
+ float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);