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authorClément Foucault <foucault.clem@gmail.com>2017-11-01 03:06:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-11-01 03:17:35 +0300
commita5e8618f480a7b72eebcae36bd19b25626615fc9 (patch)
treec4c5eadfd732bad66297ed0704e2bf77cce15f08 /source/blender/draw/engines
parent345ffe3e4d9f9a37e95f65afb02510fb2cca428a (diff)
Eevee: Fix Bad AO on opaque refractive geometry.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index b490f24eeae..8d5f11d76f2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -348,7 +348,9 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou
vec3 vnor = mat3(ViewMatrix) * N;
#ifdef ENABLE_DEFERED_AO
+#ifndef USE_REFRACTION
gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
+#endif
#else
gtao(vnor, vpos, randuv, visibility, bent_normal);
#endif