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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl47
1 files changed, 0 insertions, 47 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl b/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl
deleted file mode 100644
index 7438aa0bba4..00000000000
--- a/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-
-/**
- * Apply transmittance to all radiance passes.
- *
- * We needs to evaluate the transmittance of homogeneous volumes if any is present.
- * Hopefully, this has O(1) complexity as we do not need to raymarch the volume.
- *
- * Using blend mode multiply.
- **/
-
-#pragma BLENDER_REQUIRE(eevee_volume_eval_lib.glsl)
-#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
-
-void main(void)
-{
- ClosureVolume volume_data = gbuffer_load_volume_data(volume_data_tx, uvcoordsvar.xy);
-
- /* For volumes from solid objects. */
- // float depth_max = linear_z(texture(depth_max_tx, uv).r);
- // float depth_min = linear_z(texture(depth_min_tx, uv).r);
-
- /* Refine bounds to skip empty areas. */
- // float dist_from_bbox = intersect_bbox_ray(P, V, bbox);
- // depth_min = max(dist_from_bbox, depth_min);
-
- vec3 volume_transmittance;
- if (volume_data.anisotropy == VOLUME_HETEROGENEOUS) {
- volume_transmittance = volume_data.transmittance;
- }
- else {
- // volume_eval_homogeneous(P, depth_min, depth_max, volume_transmittance);
- volume_transmittance = vec3(0.0);
- }
-
- vec3 surface_transmittance =
- gbuffer_load_transparency_data(transparency_data_tx, uvcoordsvar.xy).transmittance;
-
- vec3 final_transmittance = volume_transmittance * surface_transmittance;
-
- /* Multiply transmittance all radiance buffers. Remember that blend mode is multiply. */
- out_combined = vec4(final_transmittance, avg(final_transmittance));
- out_diffuse = final_transmittance;
- out_specular = final_transmittance;
- out_volume = final_transmittance;
- out_background = final_transmittance;
- out_holdout = final_transmittance;
-}