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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl18
1 files changed, 2 insertions, 16 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
index 12921a31b23..4ba1f6f7368 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
@@ -1,4 +1,4 @@
-#ifndef VOLUMETRICS
+
void node_ambient_occlusion(vec4 color,
float dist,
vec3 normal,
@@ -7,20 +7,6 @@ void node_ambient_occlusion(vec4 color,
out vec4 result_color,
out float result_ao)
{
- vec3 bent_normal;
- vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
- OcclusionData data = occlusion_search(viewPosition, maxzBuffer, dist, inverted, sample_count);
-
- vec3 V = cameraVec(worldPosition);
- vec3 N = normalize(normal);
- vec3 Ng = safe_normalize(cross(dFdx(worldPosition), dFdy(worldPosition)));
-
- float unused_error;
- vec3 unused;
- occlusion_eval(data, V, N, Ng, inverted, result_ao, unused_error, unused);
+ result_ao = ambient_occlusion_eval(normal, dist, inverted, sample_count);
result_color = result_ao * color;
}
-#else
-/* Stub ambient occlusion because it is not compatible with volumetrics. */
-# define node_ambient_occlusion(a, b, c, d, e, f) (e = vec4(0); f = 0.0)
-#endif