[Bf-blender-cvs] [a3f4c72ec9d] blender2.8: Eevee: Add support for Ambient Occlusion node.
Clément Foucault
noreply at git.blender.org
Wed May 16 16:58:42 CEST 2018
Commit: a3f4c72ec9d431f65bf9f50b7849e22e2f213ad0
Author: Clément Foucault
Date: Tue May 15 17:30:52 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBa3f4c72ec9d431f65bf9f50b7849e22e2f213ad0
Eevee: Add support for Ambient Occlusion node.
===================================================================
M source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 236eddbb63f..04179787410 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1227,6 +1227,16 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
result.ssr_id = REFRACT_CLOSURE_FLAG;
}
+void node_ambient_occlusion(vec4 color, vec3 vN, out Closure result)
+{
+ vec3 bent_normal;
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ float final_ao = occlusion_compute(normalize(worldNormal), viewPosition, 1.0, rand, bent_normal);
+ result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.radiance = final_ao * color.rgb;
+}
+
#endif /* VOLUMETRICS */
/* emission */
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