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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/shaders
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/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl4
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 */