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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-29 13:32:05 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-29 16:52:27 +0300 |
commit | dbed33479a9f55e42b70ea03fe796b10337a21c7 (patch) | |
tree | 63657d2bf0c63f7fd56a658db074386af616dd5b /source/blender/draw/engines/eevee/shaders/ltc_lib.glsl | |
parent | 932399612bdd444cdf7438ef04427864564b41b4 (diff) |
Eevee: Remove non-ltc area light code + optimisation.
Reduce size ShadingData struct leads to some improvement even with more computation.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ltc_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/ltc_lib.glsl | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl index 5ea13cab271..4b02e8c222f 100644 --- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl @@ -145,14 +145,13 @@ int clip_quad_to_horizon(inout vec3 L[5]) return n; } -mat3 ltc_matrix(vec2 coord) +mat3 ltc_matrix(vec4 lut) { /* load inverse matrix */ - vec4 t = texture(ltcMat, coord); mat3 Minv = mat3( - vec3( 1, 0, t.y), - vec3( 0, t.z, 0), - vec3(t.w, 0, t.x) + vec3( 1, 0, lut.y), + vec3( 0, lut.z, 0), + vec3(lut.w, 0, lut.x) ); return Minv; |