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authorClément Foucault <foucault.clem@gmail.com>2021-10-24 20:07:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-11-05 18:55:06 +0300
commit282a0c90d114f54f1ca2274452b9e0e1c162ec37 (patch)
tree3e4564503ada9730c15a6c825e80c278494f5cf1 /source/blender/draw/engines/eevee/shaders
parentb8ab3f2f521371bd329acbbe193da7d91266605e (diff)
EEVEE: Subsurface: Fix issue cause by HiZ mipmaps
The mip level needs to be 0 to avoid sampling coarser level.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_subsurface_eval_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_subsurface_eval_frag.glsl b/source/blender/draw/engines/eevee/shaders/eevee_subsurface_eval_frag.glsl
index e24c2dccdbf..9e0a07d9c94 100644
--- a/source/blender/draw/engines/eevee/shaders/eevee_subsurface_eval_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/eevee_subsurface_eval_frag.glsl
@@ -117,7 +117,7 @@ void main(void)
vec2 sample_uv = center_uv + sample_space * sss.samples[i].xy;
float pdf = sss.samples[i].z;
- float sample_depth = texture(hiz_tx, sample_uv * hiz.uv_scale).r;
+ float sample_depth = textureLod(hiz_tx, sample_uv * hiz.uv_scale, 0.0).r;
vec3 sample_vP = get_view_space_from_depth(sample_uv, sample_depth);
vec4 sample_data = texture(radiance_tx, sample_uv);