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authorClément Foucault <foucault.clem@gmail.com>2021-03-14 17:10:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-03-14 19:19:39 +0300
commit8936550269333297f6c083c92c90f11660b22e33 (patch)
tree194aaf2538ee127abdab42714b1a830a2a04b660 /source/blender/gpu
parent448cb5d55b119d8030cfef078952fdca373bb3e8 (diff)
EEVEE: Specular Occlusion: Avoid overdarkening on smooth surfaces
Accumulate error caused by the low amount of integration slices and correct it for the low roughness surfaces. This increases light leak but it is less distracting than dark fringe everywhere.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl3
1 files changed, 2 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 edf2c93c9a0..12921a31b23 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
@@ -15,8 +15,9 @@ void node_ambient_occlusion(vec4 color,
vec3 N = normalize(normal);
vec3 Ng = safe_normalize(cross(dFdx(worldPosition), dFdy(worldPosition)));
+ float unused_error;
vec3 unused;
- occlusion_eval(data, V, N, Ng, inverted, result_ao, unused);
+ occlusion_eval(data, V, N, Ng, inverted, result_ao, unused_error, unused);
result_color = result_ao * color;
}
#else