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authorClément Foucault <foucault.clem@gmail.com>2017-07-23 15:03:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:36:37 +0300
commit85f1b7358abb602b5a6200e2da32e82bfbf4ab65 (patch)
tree55f03d930d3db21bfccc23ff82cc3d2a5afb92f0 /source/blender/gpu/shaders
parent1d99d08d50fe29be65be3b83da6ba14d5c684132 (diff)
Eevee: Planar Reflection: Remove distance approximation.
This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a7055d422f0..416907c8453 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -4066,12 +4066,7 @@ void node_eevee_specular(
void node_output_eevee_material(Closure surface, out Closure result)
{
-#if defined(USE_ALPHA_HASH) || defined(USE_ALPHA_CLIP) || defined(USE_ALPHA_BLEND)
result = surface;
-#else
- result = surface;
- result.opacity = length(viewPosition);
-#endif
}
#endif /* EEVEE_ENGINE */