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authorClément Foucault <foucault.clem@gmail.com>2018-01-21 19:25:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-22 01:16:59 +0300
commita507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch)
tree9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
parent790025c01ed76c06e69e6054f1a718ca57771e28 (diff)
Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl10
1 files changed, 1 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index c593081ce91..cb75731b7da 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -1,13 +1,5 @@
#define MAX_STEP 256
-uniform vec4 ssrParameters;
-
-#define ssrQuality ssrParameters.x
-#define ssrThickness ssrParameters.y
-#define ssrPixelSize ssrParameters.zw
-
-uniform float borderFadeFactor;
-
float sample_depth(vec2 uv, int index, float lod)
{
#ifdef PLANAR_PROBE_RAYTRACE
@@ -233,7 +225,7 @@ vec3 raycast(
float screen_border_mask(vec2 hit_co)
{
const float margin = 0.003;
- float atten = borderFadeFactor + margin; /* Screen percentage */
+ float atten = ssrBorderFac + margin; /* Screen percentage */
hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co));
float screenfade = hit_co.x * hit_co.y;