diff options
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.glsl | 18 |
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 |