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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl23
1 files changed, 2 insertions, 21 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index 93492762bbe..b554fd113df 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -187,8 +187,6 @@ struct ClosureEvalCommon {
float specular_accum;
/** Diffuse probe accumulator. */
float diffuse_accum;
- /** Viewspace depth to start raytracing from. */
- float tracing_depth;
};
/* Common cl_out struct used by most closures. */
@@ -210,18 +208,6 @@ ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in)
cl_eval.vP = viewPosition;
cl_eval.Ng = safe_normalize(cross(dFdx(cl_eval.P), dFdy(cl_eval.P)));
cl_eval.vNg = transform_direction(ViewMatrix, cl_eval.Ng);
- /* TODO(fclem) See if we can avoid this complicated setup. */
-#ifdef STEP_RESOLVE /* SSR */
- cl_eval.tracing_depth = FragDepth;
-#else
- cl_eval.tracing_depth = gl_FragCoord.z;
-#endif
- /* Constant bias (due to depth buffer precision) */
- /* Magic numbers for 24bits of precision.
- * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
- cl_eval.tracing_depth -= mix(2.4e-7, 4.8e-7, cl_eval.tracing_depth);
- /* Convert to view Z. */
- cl_eval.tracing_depth = get_view_z_from_depth(cl_eval.tracing_depth);
cl_eval.occlusion_data = occlusion_load(cl_eval.vP, cl_in.occlusion);
@@ -254,13 +240,8 @@ ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_
light.L.w = length(light.L.xyz);
light.vis = light_visibility(light.data, cl_common.P, light.L);
- light.contact_shadow = light_contact_shadows(light.data,
- cl_common.P,
- cl_common.vP,
- cl_common.tracing_depth,
- cl_common.vNg,
- cl_common.rand.x,
- light.vis);
+ light.contact_shadow = light_contact_shadows(
+ light.data, cl_common.P, cl_common.vP, cl_common.vNg, cl_common.rand.x, light.vis);
return light;
}