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authorClément Foucault <foucault.clem@gmail.com>2017-10-25 11:31:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-25 11:31:58 +0300
commit8dab90915f37b01e7d0da59d06cadad23330897c (patch)
tree58334d13234c138f6c2d8e33807848006be0935e /source/blender
parent0e7113df2187c5503512ae5eeb64a4c085077dab (diff)
Eevee: Fix T53095: Black cube on start and no material updates
This was caused by a not bound unused texture. Removing the texture usage fixes the problem.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c1
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl8
2 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 9466366b740..5f61ed66386 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -218,6 +218,7 @@ static struct GPUShader *eevee_effects_ssr_shader_get(int options)
}
else {
BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
+ BLI_dynstr_appendf(ds_defines, "#define PLANAR_PROBE_RAYTRACE\n");
}
if (options & SSR_FULL_TRACE) {
BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 9656bb0b4af..c593081ce91 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -10,19 +10,24 @@ uniform float borderFadeFactor;
float sample_depth(vec2 uv, int index, float lod)
{
+#ifdef PLANAR_PROBE_RAYTRACE
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
+#endif
/* Correct UVs for mipmaping mis-alignment */
uv *= mipRatio[int(lod + 1.0)];
return textureLod(maxzBuffer, uv, lod).r;
+#ifdef PLANAR_PROBE_RAYTRACE
}
+#endif
}
vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
{
vec4 depths;
+#ifdef PLANAR_PROBE_RAYTRACE
if (index > -1) {
depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r;
depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r;
@@ -30,11 +35,14 @@ vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r;
}
else {
+#endif
depths.x = textureLod(maxzBuffer, uv1.xy, lod).r;
depths.y = textureLod(maxzBuffer, uv1.zw, lod).r;
depths.z = textureLod(maxzBuffer, uv2.xy, lod).r;
depths.w = textureLod(maxzBuffer, uv2.zw, lod).r;
+#ifdef PLANAR_PROBE_RAYTRACE
}
+#endif
return depths;
}