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authorClément Foucault <foucault.clem@gmail.com>2018-10-31 21:44:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-31 21:44:01 +0300
commit97a1561283d54e0e917c9285a44a0b92cd8cff8b (patch)
tree3fd8b49119e6065c40a411ce4694cb51cc220ca4 /source/blender/draw/engines/eevee/shaders
parentf14315bac4fd1d400013a54abfc9be18e5e7744e (diff)
Eevee: Cleanup: Remove TODOs about MSM
Soft shadows are supported in another manner, Multiple Shadow Maps are not needed anymore.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl18
1 files changed, 6 insertions, 12 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index b33f1a0572e..a2a26c0fbf0 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -190,20 +190,14 @@ float light_visibility(LightData ld, vec3 W,
ShadowData data = shadows_data[int(ld.l_shadowid)];
if (ld.l_type == SUN) {
- /* TODO : MSM */
- // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
- vis *= shadow_cascade(
- data, int(data.sh_data_start),
- data.sh_tex_start, W);
- // }
+ vis *= shadow_cascade(
+ data, int(data.sh_data_start),
+ data.sh_tex_start, W);
}
else {
- /* TODO : MSM */
- // for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
- vis *= shadow_cubemap(
- data, shadows_cube_data[int(data.sh_data_start)],
- data.sh_tex_start, W);
- // }
+ vis *= shadow_cubemap(
+ data, shadows_cube_data[int(data.sh_data_start)],
+ data.sh_tex_start, W);
}
#ifndef VOLUMETRICS