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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c61
1 files changed, 39 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 603fc1aa14a..1c486073818 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -64,28 +64,45 @@ extern char datatoc_lightprobe_geom_glsl[];
static void eevee_create_shader_downsample(void)
{
e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
- e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
- datatoc_lightprobe_geom_glsl,
- datatoc_effect_downsample_cube_frag_glsl, NULL);
-
- e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
- e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
- e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
- "#define INPUT_DEPTH\n");
- e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
- "#define INPUT_DEPTH\n");
- e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
- "#define LAYERED\n"
- "#define INPUT_DEPTH\n");
- e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
- "#define LAYERED\n"
- "#define INPUT_DEPTH\n");
- e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
- "#define INPUT_DEPTH\n"
- "#define COPY_DEPTH\n");
- e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
- "#define INPUT_DEPTH\n"
- "#define COPY_DEPTH\n");
+ e_data.downsample_cube_sh = DRW_shader_create(
+ datatoc_lightprobe_vert_glsl,
+ datatoc_lightprobe_geom_glsl,
+ datatoc_effect_downsample_cube_frag_glsl, NULL);
+
+ e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n");
+ e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n");
+ e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n"
+ "#define LAYERED\n"
+ "#define INPUT_DEPTH\n");
+ e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n"
+ "#define LAYERED\n"
+ "#define INPUT_DEPTH\n");
+ e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
+ e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(
+ datatoc_effect_minmaxz_frag_glsl,
+ "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
}
void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)