[Bf-blender-cvs] [a5e8618f480] blender2.8: Eevee: Fix Bad AO on opaque refractive geometry.
Clément Foucault
noreply at git.blender.org
Wed Nov 1 01:08:46 CET 2017
Commit: a5e8618f480a7b72eebcae36bd19b25626615fc9
Author: Clément Foucault
Date: Wed Nov 1 01:06:19 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBa5e8618f480a7b72eebcae36bd19b25626615fc9
Eevee: Fix Bad AO on opaque refractive geometry.
===================================================================
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 b490f24eeae..8d5f11d76f2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -348,7 +348,9 @@ float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, ou
vec3 vnor = mat3(ViewMatrix) * N;
#ifdef ENABLE_DEFERED_AO
+#ifndef USE_REFRACTION
gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
+#endif
#else
gtao(vnor, vpos, randuv, visibility, bent_normal);
#endif
More information about the Bf-blender-cvs
mailing list