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authorClément Foucault <foucault.clem@gmail.com>2021-03-15 17:31:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-15 17:52:02 +0300
commit098c595e5168437b7a8299ef872e7226d0648c8d (patch)
tree27415c6d5158e2074b2658f6eb5853a69aecdff9 /source/blender/draw
parentcf5cada6b23d5b3670c1d321b2a566c5571941c0 (diff)
Cleanup: EEVEE: Remove unused variable
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl23
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl9
3 files changed, 4 insertions, 31 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index 93492762bbe..b554fd113df 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -187,8 +187,6 @@ struct ClosureEvalCommon {
float specular_accum;
/** Diffuse probe accumulator. */
float diffuse_accum;
- /** Viewspace depth to start raytracing from. */
- float tracing_depth;
};
/* Common cl_out struct used by most closures. */
@@ -210,18 +208,6 @@ ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in)
cl_eval.vP = viewPosition;
cl_eval.Ng = safe_normalize(cross(dFdx(cl_eval.P), dFdy(cl_eval.P)));
cl_eval.vNg = transform_direction(ViewMatrix, cl_eval.Ng);
- /* TODO(fclem) See if we can avoid this complicated setup. */
-#ifdef STEP_RESOLVE /* SSR */
- cl_eval.tracing_depth = FragDepth;
-#else
- cl_eval.tracing_depth = gl_FragCoord.z;
-#endif
- /* Constant bias (due to depth buffer precision) */
- /* Magic numbers for 24bits of precision.
- * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
- cl_eval.tracing_depth -= mix(2.4e-7, 4.8e-7, cl_eval.tracing_depth);
- /* Convert to view Z. */
- cl_eval.tracing_depth = get_view_z_from_depth(cl_eval.tracing_depth);
cl_eval.occlusion_data = occlusion_load(cl_eval.vP, cl_in.occlusion);
@@ -254,13 +240,8 @@ ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_
light.L.w = length(light.L.xyz);
light.vis = light_visibility(light.data, cl_common.P, light.L);
- light.contact_shadow = light_contact_shadows(light.data,
- cl_common.P,
- cl_common.vP,
- cl_common.tracing_depth,
- cl_common.vNg,
- cl_common.rand.x,
- light.vis);
+ light.contact_shadow = light_contact_shadows(
+ light.data, cl_common.P, cl_common.vP, cl_common.vNg, cl_common.rand.x, light.vis);
return light;
}
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
index bd752d33819..5d3db8d4966 100644
--- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -268,8 +268,7 @@ float light_shadowing(LightData ld, vec3 P, float vis)
}
#ifndef VOLUMETRICS
-float light_contact_shadows(
- LightData ld, vec3 P, vec3 vP, float tracing_depth, vec3 vNg, float rand_x, float vis)
+float light_contact_shadows(LightData ld, vec3 P, vec3 vP, vec3 vNg, float rand_x, float vis)
{
if (ld.l_shadowid >= 0.0 && vis > 0.001) {
ShadowData sd = shadows_data[int(ld.l_shadowid)];
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index c48828b7b8d..ad0d682dcf4 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -28,13 +28,6 @@ void main()
vec4 rand = texelfetch_noise_tex(texel);
float accum_light = 0.0;
- float tracing_depth = depth;
- /* Constant bias (due to depth buffer precision) */
- /* Magic numbers for 24bits of precision.
- * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
- tracing_depth -= mix(2.4e-7, 4.8e-7, depth);
- /* Convert to view Z. */
- tracing_depth = get_view_z_from_depth(tracing_depth);
vec3 vP = get_view_space_from_depth(uvs, depth);
vec3 P = transform_point(ViewMatrixInverse, vP);
@@ -50,7 +43,7 @@ void main()
float l_vis = light_shadowing(ld, P, 1.0);
- l_vis *= light_contact_shadows(ld, P, vP, tracing_depth, vNg, rand.x, 1.0);
+ l_vis *= light_contact_shadows(ld, P, vP, vNg, rand.x, 1.0);
accum_light += l_vis;
}