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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c23
1 files changed, 11 insertions, 12 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index d228d26cd52..3d24cd6fab5 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -394,10 +394,9 @@ static bool eevee_volume_object_grids_init(Object *ob, ListBase *gpu_grids, DRWS
* - Grid exists and texture was loaded -> use texture.
* - Grid exists but has zero size or failed to load -> use zero.
* - Grid does not exist -> use default value. */
- GPUTexture *grid_tex = (drw_grid) ? drw_grid->texture :
- (volume_grid) ?
- e_data.dummy_zero :
- eevee_volume_default_texture(gpu_grid->default_value);
+ GPUTexture *grid_tex = (drw_grid) ? drw_grid->texture :
+ (volume_grid) ? e_data.dummy_zero :
+ eevee_volume_default_texture(gpu_grid->default_value);
DRW_shgroup_uniform_texture(grp, gpu_grid->sampler_name, grid_tex);
@@ -800,8 +799,6 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
EEVEE_PassList *psl = vedata->psl;
EEVEE_EffectsInfo *effects = stl->effects;
- const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
/* Create FrameBuffer. */
/* Should be enough precision for many samples. */
@@ -814,12 +811,6 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
GPU_ATTACHMENT_TEXTURE(txl->volume_scatter_accum),
GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)});
- /* Clear texture. */
- if (effects->taa_current_sample == 1) {
- GPU_framebuffer_bind(fbl->volumetric_accum_fb);
- GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear);
- }
-
/* Create Pass and shgroup. */
DRW_PASS_CREATE(psl->volumetric_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
DRWShadingGroup *grp = NULL;
@@ -843,10 +834,18 @@ void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = vedata->stl->effects;
if (fbl->volumetric_accum_fb != NULL) {
/* Accum pass */
GPU_framebuffer_bind(fbl->volumetric_accum_fb);
+
+ /* Clear texture. */
+ if (effects->taa_current_sample == 1) {
+ const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear);
+ }
+
DRW_draw_pass(psl->volumetric_accum_ps);
/* Restore */