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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-01 16:59:01 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-10 04:09:45 +0300 |
commit | 8b7a83a868c03f3d721eb83498923673c2addb27 (patch) | |
tree | b51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/engines/eevee/shaders/prepass_frag.glsl | |
parent | 5b026486e4f2a36bf4c988593ebecb135a2ccf84 (diff) |
Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/prepass_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/prepass_frag.glsl | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl index cf59b29548a..f921d56e3bc 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -62,10 +62,6 @@ float hashed_alpha_threshold(vec3 co) uniform float alphaThreshold; #endif -#ifdef SHADOW_SHADER -out vec4 FragColor; -#endif - void main() { /* For now do nothing. @@ -86,9 +82,4 @@ void main() discard; #endif #endif - -#ifdef SHADOW_SHADER - float dist = distance(lampPosition.xyz, worldPosition.xyz); - FragColor = vec4(dist, 0.0, 0.0, 1.0); -#endif } |