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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl12
1 files changed, 9 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index 11f57c0a82e..26b60c992e1 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -11,8 +11,10 @@ uniform sampler3D volumeScattering; /* Result of the scatter step */
uniform sampler3D volumeExtinction;
#ifdef USE_VOLUME_OPTI
-uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
-uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;
+uniform layout(r11f_g11f_b10f)
+writeonly restrict image3D finalScattering_img;
+uniform layout(r11f_g11f_b10f)
+writeonly restrict image3D finalTransmittance_img;
vec3 finalScattering;
vec3 finalTransmittance;
@@ -70,7 +72,11 @@ void main()
vec3 Tr = exp(-s_extinction * s_len);
/* integrate along the current step segment */
- Lscat = (Lscat - Lscat * Tr) / max(vec3(1e-8), s_extinction);
+ /* Note: Original calculation carries precision issues when compiling for AMD GPUs
+ * and running Metal. This version of the equation retains precision well for all
+ * macOS HW configurations. */
+ Lscat = (Lscat * (1.0f - Tr)) / max(vec3(1e-8), s_extinction);
+
/* accumulate and also take into account the transmittance from previous steps */
finalScattering += finalTransmittance * Lscat;