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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl13
1 files changed, 5 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
index 473b50767dd..28aaa6afd44 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
@@ -10,8 +10,7 @@ struct ClosureInputDiffuse {
#define CLOSURE_INPUT_Diffuse_DEFAULT ClosureInputDiffuse(vec3(0.0), vec3(0.0))
struct ClosureEvalDiffuse {
- vec3 bent_normal; /** Normal pointing in the least occluded direction. */
- float ambient_occlusion; /** Final occlusion factor. */
+ float dummy;
};
/* Stubs. */
@@ -27,9 +26,7 @@ ClosureEvalDiffuse closure_Diffuse_eval_init(inout ClosureInputDiffuse cl_in,
cl_out.radiance = vec3(0.0);
ClosureEvalDiffuse cl_eval;
- float user_ao = 1.0; /* TODO(fclem) wire the real one through ClosureEvalCommon. */
- cl_eval.ambient_occlusion = occlusion_compute(
- cl_in.N, cl_common.vP, user_ao, cl_common.rand, cl_eval.bent_normal);
+ cl_eval.dummy = 0.0;
return cl_eval;
}
@@ -52,7 +49,7 @@ void closure_Diffuse_grid_eval(ClosureInputDiffuse cl_in,
inout ClosureOutputDiffuse cl_out)
{
vec3 probe_radiance = probe_evaluate_grid(
- grid.data, cl_common.P, cl_eval.bent_normal, grid.local_pos);
+ grid.data, cl_common.P, cl_common.bent_normal, grid.local_pos);
cl_out.radiance += grid.attenuation * probe_radiance;
}
@@ -64,11 +61,11 @@ void closure_Diffuse_indirect_end(ClosureInputDiffuse cl_in,
/* If not enough light has been accumulated from probes, use the world specular cubemap
* to fill the remaining energy needed. */
if (cl_common.diffuse_accum > 0.0) {
- vec3 probe_radiance = probe_evaluate_world_diff(cl_eval.bent_normal);
+ vec3 probe_radiance = probe_evaluate_world_diff(cl_common.bent_normal);
cl_out.radiance += cl_common.diffuse_accum * probe_radiance;
}
/* Apply occlusion on radiance before the light loop. */
- cl_out.radiance *= gtao_multibounce(cl_eval.ambient_occlusion, cl_in.albedo);
+ cl_out.radiance *= gtao_multibounce(cl_common.occlusion, cl_in.albedo);
}
void closure_Diffuse_eval_end(ClosureInputDiffuse cl_in,