[Bf-blender-cvs] [4873ff005b4] blender2.8: Eevee: Fix probe diffuse computation.

Clément Foucault noreply at git.blender.org
Thu Jun 15 01:16:16 CEST 2017


Commit: 4873ff005b47908393fbc1e95b7fcfa4568d1072
Author: Clément Foucault
Date:   Wed Jun 14 13:44:07 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB4873ff005b47908393fbc1e95b7fcfa4568d1072

Eevee: Fix probe diffuse computation.

===================================================================

M	source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index c08135aa979..0b97548c8df 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -187,9 +187,9 @@ void main()
 			/* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html : Equation 13 */
 			float lod = clamp(lodFactor - 0.5 * log2(pdf * dist), 0.0, lodMax) ;
 
-			out_radiance += textureLod(probeHdr, L, lod).rgb * NL / pdf;
+			out_radiance += textureLod(probeHdr, L, lod).rgb * NL;
+			weight += NL;
 		}
-		weight += 1.0;
 	}
 
 	FragColor = vec4(out_radiance / weight, 1.0);




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