diff options
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.glsl | 23 |
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; } |