diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-05-11 15:14:06 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2015-05-11 15:14:06 +0300 |
commit | cc1883468d8537067e0ae6af36075d5cc2d00b68 (patch) | |
tree | 67f158202c7453d098a8a09b3e945fa193a92778 /source/blender/gpu/shaders | |
parent | 5588a51c9cb89878588c8130a02d76e04a53aae2 (diff) |
Keep valgrind happy by using tight vec3 packing instead of lax vec4 with
an unused coordinate missing.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl index 783bce75fbd..494a74dcdf8 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl @@ -15,7 +15,7 @@ varying vec4 uvcoordsvar; /* ssao_params.x : pixel scale for the ssao radious */ /* ssao_params.y : factor for the ssao darkening */ uniform vec4 ssao_params; -uniform vec4 ssao_sample_params; +uniform vec3 ssao_sample_params; uniform vec4 ssao_color; /* store the view space vectors for the corners of the view frustum here. @@ -34,7 +34,7 @@ vec3 calculate_view_space_normal(in vec3 viewposition) float calculate_ssao_factor(float depth) { /* take the normalized ray direction here */ - vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.zw).rg; + vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg; vec2 rotY = vec2(-rotX.y, rotX.x); /* occlusion is zero in full depth */ |