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authorClément Foucault <foucault.clem@gmail.com>2020-07-30 14:55:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 17:44:58 +0300
commitda741013a1e1b2e7c4f61a9486588253a457afd2 (patch)
treeb491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
parent55401fbb3d0daa82c999e388c2b5b87e7113b091 (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.glsl10
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);