[Bf-blender-cvs] [5bbc803ff05] blender2.8: Eevee: Fix crash on core profile.
Clément Foucault
noreply at git.blender.org
Tue Apr 18 21:47:29 CEST 2017
Commit: 5bbc803ff0538c3363dcf785d53be0d1804bd37e
Author: Clément Foucault
Date: Tue Apr 18 19:13:18 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB5bbc803ff0538c3363dcf785d53be0d1804bd37e
Eevee: Fix crash on core profile.
===================================================================
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 96402f5ada2..0f47a341764 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -153,9 +153,9 @@ void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
}
/* ---- Opengl Depth conversion ---- */
-float linear_depth(float z, float zf, float zn)
+float linear_depth(bool is_persp, float z, float zf, float zn)
{
- if (gl_ProjectionMatrix[3][3] == 0.0) {
+ if (is_persp) {
return (zn * zf) / (z * (zn - zf) + zf);
}
else {
@@ -163,9 +163,9 @@ float linear_depth(float z, float zf, float zn)
}
}
-float buffer_depth(float z, float zf, float zn)
+float buffer_depth(bool is_persp, float z, float zf, float zn)
{
- if (gl_ProjectionMatrix[3][3] == 0.0) {
+ if (is_persp) {
return (zf * (zn - z)) / (z * (zn - zf));
}
else {
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
index da14a2dfee4..898c7bfc578 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -8,7 +8,7 @@ vec2 jitternoise = vec2(0.0);
void setup_noise(void)
{
- jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE, 0).rg; /* Global variable */
+ jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
}
vec3 hammersley_3d(float i, float invsamplenbr)
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 9bd8dba452d..598d34941eb 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -153,7 +153,8 @@ float light_visibility(LightData ld, ShadingData sd)
/* Depth in lightspace to compare against shadow map */
float w = dot(maj_axis, sd.l_vector);
w -= scd.sh_map_bias * w;
- float shdepth = buffer_depth(w, scd.sh_cube_far, scd.sh_cube_near);
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ float shdepth = buffer_depth(is_persp, w, scd.sh_cube_far, scd.sh_cube_near);
vis *= texture(shadowCubes, vec4(uvs, shid * 6.0 + face, shdepth));
}
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