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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-05 22:02:17 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-10 04:09:45 +0300 |
commit | 716f7859a8f1412a656b51269ee82d46a2d8c7ae (patch) | |
tree | f1aedbf22fe5e091633acb6107e7f79a403f4806 /source/blender/draw/engines/eevee/shaders/shadow_geom.glsl | |
parent | 6c17348e9160e412e13e17cad996fe50c1ffcbe9 (diff) |
Eevee: Add Cascaded Shadow Map support with filtering.
This brings some data structure changes.
Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C).
This structure contains the array indices of the first shadow element of this shadow "object".
It also contains how many shadow to evaluate (to be used for Multiple shadow maps).
The filtering is noisy and needs improvement.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_geom.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_geom.glsl | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl index 4eafef05082..508df7a6b37 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl @@ -9,7 +9,6 @@ layout(std140) uniform shadow_render_block { float farClip; float shadowSampleCount; float shadowInvSampleCount; - float shadowFilterSize; }; layout(triangles) in; |