Differential D10575 Diff 35726 source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
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source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
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| #pragma BLENDER_REQUIRE(bsdf_common_lib.glsl) | #pragma BLENDER_REQUIRE(bsdf_common_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(surface_lib.glsl) | #pragma BLENDER_REQUIRE(surface_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(effect_reflection_lib.glsl) | #pragma BLENDER_REQUIRE(effect_reflection_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_colorpacking_lib.glsl) | |||||
| /* Based on: | /* Based on: | ||||
| * "Stochastic Screen Space Reflections" | * "Stochastic Screen Space Reflections" | ||||
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| uniform sampler2D specroughBuffer; | uniform sampler2D specroughBuffer; | ||||
| uniform sampler2D hitBuffer; | uniform sampler2D hitBuffer; | ||||
| uniform sampler2D hitDepth; | uniform sampler2D hitDepth; | ||||
| uniform sampler2D ssgiHitBuffer; | |||||
| uniform sampler2D ssgiHitDepth; | |||||
| uniform int samplePoolOffset; | uniform int samplePoolOffset; | ||||
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| ivec2 texel = ivec2(gl_FragCoord.xy); | ivec2 texel = ivec2(gl_FragCoord.xy); | ||||
| vec4 speccol_roughness = texelFetch(specroughBuffer, texel, 0).rgba; | vec4 speccol_roughness = texelFetch(specroughBuffer, texel, 0).rgba; | ||||
| /* unpack A for Spec, B for Diffuse */ // TODO Separate input buffers | |||||
| vec4 difcol_roughness = vec4(0.0); | |||||
| unpackVec4(speccol_roughness, speccol_roughness, difcol_roughness); | |||||
| vec3 brdf = speccol_roughness.rgb; | vec3 brdf = speccol_roughness.rgb; | ||||
| float roughness = speccol_roughness.a; | float roughness = speccol_roughness.a; | ||||
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