[Bf-blender-cvs] [723778b1628] blender2.8: Eevee: Fix AO not working.
Clément Foucault
noreply at git.blender.org
Thu Aug 10 15:48:15 CEST 2017
Commit: 723778b162869f81cf1f2a3fe936157c7f657df8
Author: Clément Foucault
Date: Wed Aug 9 16:54:46 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB723778b162869f81cf1f2a3fe936157c7f657df8
Eevee: Fix AO not working.
===================================================================
M source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 5a59e362fba..10758f74bf2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -7,7 +7,6 @@
/* NOTICE : this is multiplied by 2 */
#define MAX_THETA_STEP 12
-uniform sampler2D minMaxDepthTex;
uniform vec3 aoParameters;
#define aoDistance aoParameters.x
@@ -16,7 +15,7 @@ uniform vec3 aoParameters;
float get_max_horizon(vec2 co, vec3 x, float h, float lod)
{
- float depth = textureLod(minMaxDepthTex, co, floor(lod)).r;
+ float depth = textureLod(maxzBuffer, co, floor(lod)).r;
/* Background case */
/* this is really slow and is only a problem
@@ -158,7 +157,7 @@ void gtao(vec3 normal, vec3 position, vec2 noise, out float visibility
#endif
)
{
- vec2 screenres = vec2(textureSize(minMaxDepthTex, 0)) * 2.0;
+ vec2 screenres = vec2(textureSize(maxzBuffer, 0)) * 2.0;
vec2 pixel_size = vec2(1.0) / screenres.xy;
/* Renaming */
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