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authorCampbell Barton <ideasman42@gmail.com>2018-07-05 23:56:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-05 23:56:18 +0300
commit08ae597d63d2e89888ae937c35357b2de62d7a8e (patch)
tree1b5ff1e7cf07dbdb38cd5ceefac6fe236a922d23 /source/blender/draw/engines/eevee/shaders
parentf5d096798cda8cca34a31a4a4ce441cb655b982c (diff)
Cleanup: flag checks
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 9d27224b5c9..fae310be90b 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -246,7 +246,7 @@ float gtao_multibounce(float visibility, vec3 albedo)
float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal)
{
#ifndef USE_REFRACTION
- if ((int(aoSettings) & USE_AO) > 0) {
+ if ((int(aoSettings) & USE_AO) != 0) {
float visibility;
vec3 vnor = mat3(ViewMatrix) * N;