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authorClément Foucault <foucault.clem@gmail.com>2021-03-09 13:24:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-10 19:57:09 +0300
commit9957096f35fcb9d63ae611464667638dcbfb6dd6 (patch)
tree040ac288e69047e57b190f3e01b224feb18a8d12 /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
parent79bc4962d376a37356752334d43021a18fbdba5b (diff)
EEVEE: ScreenSpaceReflections: Improve hit quality
This changes the hitBuffer to store `ReflectionDir * HitTime, invPdf` just as the reference presentation. This avoids issues when the hit refinement produce a coordinate that does not land on the correct surface. We now store the pdf in the same texture and store it inversed so we can remove some ALU from the resolve shader. This also rewrite the resolve shader to not be vectorized to improve readability and scalability.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl7
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 7c375aabb62..dce50a7051e 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -15,13 +15,6 @@ struct Ray {
vec3 direction;
};
-vec3 raytrace_offset(vec3 P, vec3 Ng)
-{
- /* TODO(fclem) better offset */
- const float epsilon_f = 1e-4;
- return P + epsilon_f * Ng;
-}
-
/* Inputs expected to be in viewspace. */
void raytrace_clip_ray_to_near_plane(inout Ray ray)
{