diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-21 19:25:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-22 01:16:59 +0300 |
commit | a507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch) | |
tree | 9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | |
parent | 790025c01ed76c06e69e6054f1a718ca57771e28 (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.glsl | 10 |
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; |