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authorClément Foucault <foucault.clem@gmail.com>2017-04-18 13:50:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-18 14:10:17 +0300
commitedcf128ce279e1fa721a1ba16fc3a3dfeac4833b (patch)
tree4317cd33b39f63f90a26c33faf5790b965ebc3cd /source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
parentf1fb605ec9ffd69b82652f3702de8b7ada570fd8 (diff)
Eevee: Introduction of world preconvolved envmap.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ltc_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index 131b0c2de78..279b18313e7 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -4,7 +4,7 @@
#define LTC_LUT_SIZE 64
uniform sampler2D ltcMat;
-uniform sampler2D ltcMag;
+uniform sampler2D brdfLut;
/* from Real-Time Area Lighting: a Journey from Research to Production
* Stephen Hill and Eric Heitz */