From 3cb2b2956b140b840ba8a481ad15df1b567d9c07 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 15 Jan 2018 17:23:17 +0100 Subject: Eevee: SSR: Remove ray count and use integer texture for hit coord. Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit. The sign of the integer is used to 2 flags (has_hit and is_planar). We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px). The PDF is stored into another GL_R16F texture. We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader). --- source/blender/draw/engines/eevee/eevee_materials.c | 1 - 1 file changed, 1 deletion(-) (limited to 'source/blender/draw/engines/eevee/eevee_materials.c') diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 5bd7fe979b8..31cda5936ad 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -391,7 +391,6 @@ static void add_standard_uniforms( DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color); DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1); DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1); - DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1); } if (vedata->stl->effects->use_ao) { -- cgit v1.2.3