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 */ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs