diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl | 26 |
1 files changed, 7 insertions, 19 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl index b76fa104c77..932632abd75 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -15,18 +15,6 @@ in vec4 uvcoordsvar; out vec4 FragColor; uniform sampler2D normalBuffer; -#ifdef LAYERED_DEPTH -uniform sampler2DArray depthBufferLayered; -uniform int layer; -# define gtao_depthBuffer depthBufferLayered -# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c) - -#else -uniform sampler2D depthBuffer; -# define gtao_depthBuffer depthBuffer -# define gtao_textureLod(a, b, c) textureLod(a, b, c) - -#endif /* Similar to https://atyuwen.github.io/posts/normal-reconstruction/. * This samples the depth buffer 4 time for each direction to get the most correct @@ -38,10 +26,10 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept vec2 uv3 = uvs + ofs; vec2 uv4 = uvs + ofs * 2.0; vec4 H; - H.x = gtao_textureLod(gtao_depthBuffer, uv1, 0.0).r; - H.y = gtao_textureLod(gtao_depthBuffer, uv2, 0.0).r; - H.z = gtao_textureLod(gtao_depthBuffer, uv3, 0.0).r; - H.w = gtao_textureLod(gtao_depthBuffer, uv4, 0.0).r; + H.x = textureLod(maxzBuffer, uv1, 0.0).r; + H.y = textureLod(maxzBuffer, uv2, 0.0).r; + H.z = textureLod(maxzBuffer, uv3, 0.0).r; + H.w = textureLod(maxzBuffer, uv4, 0.0).r; /* Fix issue with depth precision. Take even larger diff. */ vec4 diff = abs(vec4(depth_center, H.yzw) - H.x); if (max_v4(diff) < 2.4e-7 && all(lessThan(diff.xyz, diff.www))) { @@ -60,9 +48,9 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept /* TODO(fclem) port to a common place for other effects to use. */ bool reconstruct_view_position_and_normal_from_depth(vec2 texel, out vec3 vP, out vec3 vNg) { - vec2 texel_size = 1.0 / vec2(textureSize(gtao_depthBuffer, 0).xy); - vec2 uvs = gl_FragCoord.xy * texel_size; - float depth_center = gtao_textureLod(gtao_depthBuffer, uvs, 0.0).r; + vec2 texel_size = 1.0 / vec2(textureSize(maxzBuffer, 0).xy); + vec2 uvs = texel * texel_size; + float depth_center = textureLod(maxzBuffer, uvs, 0.0).r; /* Background case. */ if (depth_center == 1.0) { |