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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.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 17e7a71a0b3..7793764b230 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -214,30 +214,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
/* Volume properties: We evaluate all volumetric objects
* and store their final properties into each froxel */
txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RG_16, DRW_TEX_FILTER, NULL);
+ GPU_RG16F, DRW_TEX_FILTER, NULL);
/* Volume scattering: We compute for each froxel the
* Scattered light towards the view. We also resolve temporal
* super sampling during this stage. */
txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
* given depth. We use theses textures as double buffer
* for the volumetric history. */
txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
- DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL);
+ GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
}
/* Temporal Super sampling jitter */