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authormano-wii <germano.costa@ig.com.br>2018-11-14 19:24:05 +0300
committermano-wii <germano.costa@ig.com.br>2018-11-16 17:43:44 +0300
commite9eb80055bbfc302066da8d3462c369a10de81c0 (patch)
tree2312c246a51dcf48e97e78d003d4efbf15dab234 /source/blender/draw
parent33ac6c25b9942f40a33382aeb57c73482cd07b27 (diff)
Cleanup: remove unused variable
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl2
2 files changed, 3 insertions, 4 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 bda3c648bb6..40c6bb1f1e0 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -186,7 +186,7 @@ void integrate_slice(vec3 normal, vec2 t_phi, vec2 horizons, inout float visibil
}
void gtao_deferred(
- vec3 normal, vec3 position, vec4 noise, float frag_depth, out float visibility, out vec3 bent_normal)
+ vec3 normal, vec4 noise, float frag_depth, out float visibility, out vec3 bent_normal)
{
/* Fetch early, hide latency! */
vec4 horizons = texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0);
@@ -194,7 +194,6 @@ void gtao_deferred(
vec4 dirs;
dirs.xy = get_ao_dir(noise.x * 0.5);
dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
- vec2 uvs = get_uvs_from_view(position);
bent_normal = vec3(0.0);
visibility = 0.0;
@@ -252,7 +251,7 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out
vec3 vnor = mat3(ViewMatrix) * N;
#ifdef ENABLE_DEFERED_AO
- gtao_deferred(vnor, vpos, rand, gl_FragCoord.z, visibility, bent_normal);
+ gtao_deferred(vnor, rand, gl_FragCoord.z, visibility, bent_normal);
#else
gtao(vnor, vpos, rand, visibility, bent_normal);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index b7bcf5c8a8b..ccef05ef985 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -26,7 +26,7 @@ void main()
vec4 noise = texelfetch_noise_tex(gl_FragCoord.xy);
- gtao_deferred(normal, viewPosition, noise, depth, visibility, bent_normal);
+ gtao_deferred(normal, noise, depth, visibility, bent_normal);
/* Handle Background case. Prevent artifact due to uncleared Horizon Render Target. */
FragColor = vec4((depth == 1.0) ? 0.0 : visibility);