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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl9
1 files changed, 1 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index c48828b7b8d..ad0d682dcf4 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -28,13 +28,6 @@ void main()
vec4 rand = texelfetch_noise_tex(texel);
float accum_light = 0.0;
- float tracing_depth = depth;
- /* Constant bias (due to depth buffer precision) */
- /* Magic numbers for 24bits of precision.
- * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */
- tracing_depth -= mix(2.4e-7, 4.8e-7, depth);
- /* Convert to view Z. */
- tracing_depth = get_view_z_from_depth(tracing_depth);
vec3 vP = get_view_space_from_depth(uvs, depth);
vec3 P = transform_point(ViewMatrixInverse, vP);
@@ -50,7 +43,7 @@ void main()
float l_vis = light_shadowing(ld, P, 1.0);
- l_vis *= light_contact_shadows(ld, P, vP, tracing_depth, vNg, rand.x, 1.0);
+ l_vis *= light_contact_shadows(ld, P, vP, vNg, rand.x, 1.0);
accum_light += l_vis;
}