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author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-22 04:10:39 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-22 04:51:06 +0300 |
commit | 779c950098e46a34f89f1705be61b4b24be11568 (patch) | |
tree | 8bf7b728a4e21fe7b1c650b1a7107f04cd360592 /source/blender/gpu | |
parent | 5ccc02277d7cee7affa5d3b49a8b9e6e4368b201 (diff) |
Eevee: Ambient Occlusion: Initial implementation.
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 8b2e42a9e65..254779dfbcb 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3,8 +3,8 @@ uniform mat4 ModelViewMatrix; #ifndef EEVEE_ENGINE uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrixInverse; -#endif uniform mat4 ViewMatrix; +#endif uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; uniform mat4 ModelViewMatrixInverse; |