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authorClément Foucault <foucault.clem@gmail.com>2017-08-09 16:31:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-10 16:43:48 +0300
commit0ab8b93fdd548174cc8c5b05e239cfec7179ab61 (patch)
tree18b5da2ef4cb4cda3c644576a4dbc060801eafaf /source/blender/draw
parent99f37bf2a2ad452ee995cd8ce9ce60d010b1f7f9 (diff)
Eevee: SSR: Blur Mipmaps more.
Cost is negligeable (Only 0.02 ms more) and it improve stability.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl30
2 files changed, 27 insertions, 15 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
index 1e57aec5ea2..fc29079cf19 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -8,8 +8,20 @@ out vec4 FragColor;
void main()
{
+#if 0
/* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
FragColor = textureLod(source, uvs, 0.0);
+#else
+ vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
+ vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
+ vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
+
+ FragColor = textureLod(source, uvs + ofs.xy, 0.0);
+ FragColor += textureLod(source, uvs + ofs.xw, 0.0);
+ FragColor += textureLod(source, uvs + ofs.zy, 0.0);
+ FragColor += textureLod(source, uvs + ofs.zw, 0.0);
+ FragColor *= 0.25;
+#endif
} \ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
index c2ef085ca01..44e0c176010 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl
@@ -12,20 +12,20 @@ out vec4 FragColor;
void main()
{
- /* Reconstructing Target uvs like this avoid missing pixels */
- vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0).xy);
-
-#if 0 /* Slower and does not match the main framebuffer downsampling. */
- /* Downsample with a 4x4 box filter */
- vec4 d = texelSize.xyxy * vec4(-1, -1, +1, +1);
-
- FragColor = texture(source, vec3(uvs + d.xy, layer)).rgba;
- FragColor += texture(source, vec3(uvs + d.zy, layer)).rgba;
- FragColor += texture(source, vec3(uvs + d.xw, layer)).rgba;
- FragColor += texture(source, vec3(uvs + d.zw, layer)).rgba;
-
- FragColor /= 4.0;
+#if 0
+ /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
+ vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
+
+ FragColor = textureLod(source, vec3(uvs, layer), 0.0);
+#else
+ vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
+ vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size;
+ vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
+
+ FragColor = textureLod(source, vec3(uvs + ofs.xy, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.xw, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.zy, layer), 0.0);
+ FragColor += textureLod(source, vec3(uvs + ofs.zw, layer), 0.0);
+ FragColor *= 0.25;
#endif
-
- FragColor = texture(source, vec3(uvs, layer));
} \ No newline at end of file