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author | Hans Goudey <h.goudey@me.com> | 2020-08-12 04:59:16 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2020-08-12 04:59:16 +0300 |
commit | ef11238c743e6985fe325280fb13e05d6ec27378 (patch) | |
tree | 1dd2605a676bee52296535825b99f000a9c255eb /source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl | |
parent | 1f768bbe4145daed111636ca09dd53b25b8d29b5 (diff) | |
parent | ec5f39208785c1bbe723054ffe69e1ac2ab470dd (diff) |
Merge branch 'master' into property-search-uiproperty-search-ui
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl index d6d6fbab971..eea8d19efce 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl @@ -3,7 +3,7 @@ void node_ambient_occlusion( vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao) { vec3 bent_normal; - vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); result_color = result_ao * color; } |