diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index 1241cf0e387..e9da49c9eb9 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -20,13 +20,7 @@ uniform sampler2DArray utilTex; # define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) #endif /* UTIL_TEX */ -#ifdef RESULT_ACCUM -/* Render Passes Accumulation */ -layout(location = 0) out vec4 sssDirect; -layout(location = 1) out vec4 sssColor; -#else layout(location = 0) out vec4 sssRadiance; -#endif float get_view_z_from_depth(float depth) { @@ -87,10 +81,7 @@ void main(void) accum += kernel[i].rgb * mix(color, sss_irradiance, s); } -#ifdef RESULT_ACCUM - sssDirect = vec4(accum, 1.0); - sssColor = vec4(texture(sssAlbedo, uvs).rgb, 1.0); -#elif defined(FIRST_PASS) +#if defined(FIRST_PASS) sssRadiance = vec4(accum, 1.0); #else /* SECOND_PASS */ sssRadiance = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0); |