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authorClément Foucault <foucault.clem@gmail.com>2017-06-22 04:10:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-22 04:51:06 +0300
commit779c950098e46a34f89f1705be61b4b24be11568 (patch)
tree8bf7b728a4e21fe7b1c650b1a7107f04cd360592 /source/blender/gpu
parent5ccc02277d7cee7affa5d3b49a8b9e6e4368b201 (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.glsl2
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;