Commit: 723778b162869f81cf1f2a3fe936157c7f657df8
Author: Clément Foucault
Date:   Wed Aug 9 16:54:46 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB723778b162869f81cf1f2a3fe936157c7f657df8

Eevee: Fix AO not working.

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

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 5a59e362fba..10758f74bf2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -7,7 +7,6 @@
 /* NOTICE : this is multiplied by 2 */
 #define MAX_THETA_STEP 12
 
-uniform sampler2D minMaxDepthTex;
 uniform vec3 aoParameters;
 
 #define aoDistance   aoParameters.x
@@ -16,7 +15,7 @@ uniform vec3 aoParameters;
 
 float get_max_horizon(vec2 co, vec3 x, float h, float lod)
 {
-       float depth = textureLod(minMaxDepthTex, co, floor(lod)).r;
+       float depth = textureLod(maxzBuffer, co, floor(lod)).r;
 
        /* Background case */
        /* this is really slow and is only a problem
@@ -158,7 +157,7 @@ void gtao(vec3 normal, vec3 position, vec2 noise, out float 
visibility
 #endif
        )
 {
-       vec2 screenres = vec2(textureSize(minMaxDepthTex, 0)) * 2.0;
+       vec2 screenres = vec2(textureSize(maxzBuffer, 0)) * 2.0;
        vec2 pixel_size = vec2(1.0) / screenres.xy;
 
        /* Renaming */

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