diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff) |
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 51007a9f246..71816f6ff6e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -1,3 +1,6 @@ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + /** * Separable Hexagonal Bokeh Blur by Colin Barré-Brisebois * https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited-part-1-basic-3-pass-version/ @@ -21,13 +24,6 @@ uniform sampler2D noiseTex; #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z -#define M_PI 3.1415926535897932 /* pi */ - -float max_v4(vec4 v) -{ - return max(max(v.x, v.y), max(v.z, v.w)); -} - #define weighted_sum(a, b, c, d, e, e_sum) \ ((a)*e.x + (b)*e.y + (c)*e.z + (d)*e.w) / max(1e-6, e_sum); |