diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl | 14 |
1 files changed, 12 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index f30b7789043..b88a106e897 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -19,6 +19,8 @@ uniform sampler2D normalBuffer; uniform sampler2D specroughBuffer; +uniform vec2 targetSize; +uniform float randomScale; in vec4 uvcoordsvar; @@ -27,7 +29,16 @@ layout(location = 1) out float hitDepth; void main() { - vec2 uvs = uvcoordsvar.xy; + vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); + /* Decorrelate from AA. */ + /* TODO(fclem) we should use a more general approach for more random number dimensions. */ + vec2 random_px = floor(fract(rand.xy * 2.2074408460575947536) * 1.99999) - 0.5; + rand.xy = fract(rand.xy * 3.2471795724474602596); + + /* Randomly choose the pixel to start the ray from when tracing at lower resolution. + * This method also make sure we always start from the center of a fullres texel. */ + vec2 uvs = (gl_FragCoord.xy + random_px * randomScale) / (targetSize * ssrUvScale); + float depth = textureLod(maxzBuffer, uvs * hizUvScale.xy, 0.0).r; HitData data; @@ -88,7 +99,6 @@ void main() } } - vec4 rand = texelfetch_noise_tex(vec2(gl_FragCoord.xy)); /* Gives *perfect* reflection for very small roughness */ if (roughness < 0.04) { rand.xzw *= 0.0; |