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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.glsl11
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);