diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-16 00:04:35 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-06-16 00:16:49 +0300 |
commit | 01f576e87b54159bb360cf1ed85518bb75231107 (patch) | |
tree | 0ac38f90154f8ee08a35fb88c5cf742403bbcb3c /source/blender/gpu | |
parent | 469408de725353b461d073097d88b6b810c16c38 (diff) | |
parent | 799779d432309e518922d23e3a1d1b5baaece71d (diff) |
Merge branch 'master' into blender2.8
The Eevee AO node supports the new Normal socket, but ignores Distance,
Samples, Inside and Only Local settings.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 1a07b26ff4d..3affacf5203 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1203,14 +1203,12 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl result.ssr_id = REFRACT_CLOSURE_FLAG; } -void node_ambient_occlusion(vec4 color, vec3 vN, out Closure result) +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); - float final_ao = occlusion_compute(normalize(worldNormal), viewPosition, 1.0, rand, bent_normal); - result = CLOSURE_DEFAULT; - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.radiance = final_ao * color.rgb; + result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); + result_color = result_ao * color; } #endif /* VOLUMETRICS */ |