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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_resolve_comp.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_comp.glsl38
1 files changed, 0 insertions, 38 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_comp.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_comp.glsl
deleted file mode 100644
index 2b0139ff923..00000000000
--- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_comp.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-
-#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
-
-/* Based on Frosbite Unified Volumetric.
- * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
-
-/* Step 4 : Apply final integration on top of the scene color. */
-
-uniform sampler2D inSceneDepth;
-
-layout(local_size_x = 1, local_size_y = 1) in;
-
-#ifdef TARGET_IMG_FLOAT
-layout(binding = 0, rgba32f) uniform image2D target_img;
-#else
-layout(binding = 0, rgba16f) uniform image2D target_img;
-#endif
-
-void main()
-{
- ivec2 co = ivec2(gl_GlobalInvocationID.xy);
- vec2 uvs = co / vec2(textureSize(inSceneDepth, 0));
- float scene_depth = texture(inSceneDepth, uvs).r;
-
- vec3 transmittance, scattering;
- volumetric_resolve(uvs, scene_depth, transmittance, scattering);
-
- /* Approximate volume alpha by using a monochromatic transmittance
- * and adding it to the scene alpha. */
- float alpha = dot(transmittance, vec3(1.0 / 3.0));
-
- vec4 color0 = vec4(scattering, 1.0 - alpha);
- vec4 color1 = vec4(transmittance, alpha);
-
- vec4 color_in = imageLoad(target_img, co);
- vec4 color_out = color0 + color1 * color_in;
- imageStore(target_img, co, color_out);
-}