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authorClément Foucault <foucault.clem@gmail.com>2017-06-14 14:44:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-15 01:55:44 +0300
commit4873ff005b47908393fbc1e95b7fcfa4568d1072 (patch)
treecf3c829f9e6b4c849b1994287c51f22d55dba3d8 /source/blender/draw/engines/eevee
parent49ba446f68954b7c32fbe40d733044cfbe39ff5d (diff)
Eevee: Fix probe diffuse computation.
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index c08135aa979..0b97548c8df 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -187,9 +187,9 @@ void main()
/* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax) ;
- out_radiance += textureLod(probeHdr, L, lod).rgb * NL / pdf;
+ out_radiance += textureLod(probeHdr, L, lod).rgb * NL;
+ weight += NL;
}
- weight += 1.0;
}
FragColor = vec4(out_radiance / weight, 1.0);