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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl5
1 files changed, 1 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index e346009bba8..2202ee605fc 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -23,7 +23,7 @@ uniform ivec2 aoHorizonTexSize;
#define aoFactor aoParameters[0].z
#define aoInvSamples aoParameters[0].w
-#define aoOffset aoParameters[1].x
+#define aoOffset aoParameters[1].x /* UNUSED */
#define aoBounceFac aoParameters[1].y
#define aoQuality aoParameters[1].z
#define aoSettings aoParameters[1].w
@@ -76,8 +76,6 @@ float get_phi(ivec2 hr_co, ivec2 fs_co, float sample)
}
/* Blue noise is scaled to cover the rest of the range. */
phi += aoInvSamples * blue_noise;
- /* Rotate everything (for multisampling) */
- phi += aoOffset;
phi *= M_PI;
return phi;
@@ -91,7 +89,6 @@ float get_offset(ivec2 fs_co, float sample)
/* Interleaved jitter for spatial 2x2 denoising */
offset += 0.25 * dot(vec2(1.0), vec2(fs_co & 1));
offset += texture(utilTex, vec3((vec2(fs_co / 2) + 0.5 + 16.0) / LUT_SIZE, 2.0)).r;
- offset = fract(offset + aoOffset);
return offset;
}