[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



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