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authorJeroen Bakker <jeroen@blender.org>2020-03-03 14:34:36 +0300
committerJeroen Bakker <jeroen@blender.org>2020-03-03 14:35:50 +0300
commit40343a76c56f924b2e38ad87940ca2a74dcc1bd3 (patch)
tree812cd148e79a54119bda6508cc1f5b82ab5c3a59 /source/blender/draw/engines/eevee/shaders
parentce2dc6ef2bce1fdd038989e0a7841600daccfd49 (diff)
Revert "Fix T74110: EEVEE Shadow Pass"
This reverts commit 403bb357ae2b1d2561a0d77c96035ba54c197cbd. The old implementation matches cycles closer. See T74378
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl6
1 files changed, 2 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index 5778f02f692..dd225959a47 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -19,7 +19,7 @@ void main()
float depth = texelFetch(depthBuffer, texel, 0).r;
if (depth == 1.0f) {
/* Early exit background does not receive shadows */
- fragColor.r = 0.0;
+ fragColor.r = 1.0;
return;
}
@@ -40,7 +40,6 @@ void main()
vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
- vec3 N = normal_view_to_world(true_normal);
for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
@@ -49,9 +48,8 @@ void main()
l_vector.xyz = ld.l_position - worldPosition;
l_vector.w = length(l_vector.xyz);
- float light_input = smoothstep(0.2, -0.2, -dot(N, normalize(l_vector.xyz)));
float l_vis = light_shadowing(
- ld, worldPosition, viewPosition, tracing_depth, true_normal, rand.x, true, light_input);
+ ld, worldPosition, viewPosition, tracing_depth, true_normal, rand.x, true, 1.0);
accum_light += l_vis;
}