Commit: b24b1ec74b68a7c9c4f5848058106c46df2afccc
Author: Clément Foucault
Date:   Fri Nov 16 14:02:53 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBb24b1ec74b68a7c9c4f5848058106c46df2afccc

Eevee: SSR: Only fade based on reflected pixel position

Not on reflector pixel position. This improve the feel of SSRs and the
final render quality.

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

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

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

diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl 
b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 43b888198aa..b8a86f8d742 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -237,12 +237,11 @@ vec3 get_hit_vector(
        }
        else {
                /* Find hit position in previous frame. */
-               mask = screen_border_mask(gl_FragCoord.xy / 
vec2(textureSize(depthBuffer, 0)));
                hit_co = get_reprojected_reflection(hit_pos, worldPosition, N);
                hit_vec = hit_pos - worldPosition;
        }
 
-       mask = min(mask, screen_border_mask(hit_co));
+       mask = screen_border_mask(hit_co);
        return hit_vec;
 }

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