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source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
| #pragma BLENDER_REQUIRE(volumetric_lib.glsl) | #pragma BLENDER_REQUIRE(volumetric_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(closure_lib.glsl) | #pragma BLENDER_REQUIRE(closure_type_lib.glsl) | ||||
| /* Based on Frosbite Unified Volumetric. | /* Based on Frosbite Unified Volumetric. | ||||
| * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ | * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ | ||||
| #ifdef MESH_SHADER | #ifdef MESH_SHADER | ||||
| uniform vec3 volumeOrcoLoc; | uniform vec3 volumeOrcoLoc; | ||||
| uniform vec3 volumeOrcoSize; | uniform vec3 volumeOrcoSize; | ||||
| uniform mat4 volumeObjectToTexture; | uniform mat4 volumeObjectToTexture; | ||||
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