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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-27 15:33:10 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-27 15:36:01 +0300
commit310796214fadf1d98e07ee17d20a0427ef36b122 (patch)
treece49aa2bb22c0f9a9b1f9d2a68f11be53146e0fa /source/blender/draw/engines/workbench/shaders
parentd48600fddc5ca629e8a52639a6606977aa5fd35a (diff)
Workbench: Use different samples in AO per TAA iteration
Per iteration a different AO samples are used, so the final result is less distorted. Will improve the quality of the image a lot when the cavity option is turned on.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index a5a5b9e49ba..7b77139fb6c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -32,7 +32,7 @@ void ssao_factors(
vec2 rotY = vec2(-rotX.y, rotX.x);
for (int x = 0; x < num_samples; x++) {
- int sample_index = x;
+ int sample_index = x + (int(ssao_iteration) * num_samples);
if (sample_index > 500) {
continue;
}