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authorAntony Riakiotakis <kalast@gmail.com>2015-05-11 15:14:06 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-05-11 15:14:06 +0300
commitcc1883468d8537067e0ae6af36075d5cc2d00b68 (patch)
tree67f158202c7453d098a8a09b3e945fa193a92778 /source/blender/gpu/intern/gpu_compositing.c
parent5588a51c9cb89878588c8130a02d76e04a53aae2 (diff)
Keep valgrind happy by using tight vec3 packing instead of lax vec4 with
an unused coordinate missing.
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index ab4726508e8..bf3d1753888 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -717,12 +717,12 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
int ssao_jitter_uniform, ssao_concentric_tex;
float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
- float sample_params[4];
+ float sample_params[3];
sample_params[0] = fx->ssao_sample_count_cache;
/* multiplier so we tile the random texture on screen */
- sample_params[2] = fx->gbuffer_dim[0] / 64.0;
- sample_params[3] = fx->gbuffer_dim[1] / 64.0;
+ sample_params[1] = fx->gbuffer_dim[0] / 64.0;
+ sample_params[2] = fx->gbuffer_dim[1] / 64.0;
ssao_params[3] = (passes_left == 1) ? dfdyfac[0] : dfdyfac[1];
@@ -740,7 +740,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
- GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 4, 1, sample_params);
+ GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 3, 1, sample_params);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(ssao_shader, color_uniform, src);