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authorClément Foucault <foucault.clem@gmail.com>2017-06-29 16:49:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-29 18:08:13 +0300
commit95797336f5ab02b9ce7fa7e9a854d34109fd6f66 (patch)
treeda10cf20d1d1bb587c547432c8f3e19a76692e26 /source/blender/draw/engines
parent3888227a7bfdb6b3867680ea237152d2929e1bc5 (diff)
Eevee: Prepare support for future Anisotropic shading.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl6
2 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 3b25277c8ae..b6e2864b517 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -303,8 +303,8 @@ void EEVEE_materials_init(void)
for (int i = 0; i < 64 * 64; i++) {
texels_layer[i][0] = blue_noise[i][0];
texels_layer[i][1] = blue_noise[i][1] * 0.5 + 0.5;
- texels_layer[i][2] = blue_noise[i][2];
- texels_layer[i][3] = blue_noise[i][3];
+ texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0 * M_PI);
+ texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0 * M_PI);
}
e_data.util_tex = DRW_texture_create_2D_array(64, 64, layers, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 127a5167d0c..8bbdc57678c 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -84,7 +84,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
float fade = probe_attenuation_planar(pd, worldPosition, N);
if (fade > 0.0) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
@@ -221,10 +221,10 @@ vec3 eevee_surface_clearcoat_lit(
float fade = probe_attenuation_planar(pd, worldPosition, worldNormal);
if (fade > 0.0) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
- vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.a, cameraPos, C_roughness, fade);
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, cameraPos, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
}
}