diff options
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.glsl | 9 |
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; } |