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authorClément Foucault <foucault.clem@gmail.com>2018-06-02 14:02:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-02 22:16:40 +0300
commit98e4d548a16c6533eadbe619f78cf1dda1a5c7a4 (patch)
treefaa3c46f400afa969271ea7083601c691834b45b /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parent119423b252c405b674c790b85962e5321882a9f4 (diff)
Eevee: Hair: Make SSR works with hairs.
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.glsl21
1 files changed, 0 insertions, 21 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 daeef1dbf01..4e65834e528 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -178,21 +178,6 @@ void CLOSURE_NAME(
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
-#ifdef HAIR_SHADER
- vec3 B = normalize(cross(worldNormal, hairTangent));
- float cos_theta;
- if (hairThicknessRes == 1) {
- /* Random cosine normal distribution on the hair surface. */
- cos_theta = rand.x * 2.0 - 1.0;
- }
- else {
- /* Shade as a cylinder. */
- cos_theta = hairThickTime / hairThickness;
- }
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));;
- N = normalize(N * sin_theta + B * cos_theta);
-#endif
-
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LAMPS LIGHTING ---------------------- */
/* ---------------------------------------------------------------- */
@@ -399,12 +384,6 @@ void CLOSURE_NAME(
}
out_spec += spec_accum.rgb * ssr_spec * spec_occlu * float(specToggle);
-
-# ifdef HAIR_SHADER
- /* Hack: Overide spec color so that ssr will not be computed
- * even if ssr_id match the active ssr. */
- ssr_spec = vec3(0.0);
-# endif
#endif
#ifdef CLOSURE_REFRACTION