diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff) |
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index c3c442e7b69..f4276bd61bd 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -1,4 +1,6 @@ +#pragma BLENDER_REQUIRE(volumetric_lib.glsl) + /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ @@ -11,9 +13,11 @@ uniform sampler3D volumeExtinction; #ifdef USE_VOLUME_OPTI uniform layout(binding = 0, r11f_g11f_b10f) writeonly restrict image3D finalScattering_img; uniform layout(binding = 1, r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img; + vec3 finalScattering; vec3 finalTransmittance; #else + flat in int slice; layout(location = 0) out vec3 finalScattering; |