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source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_math_lib.glsl) | #pragma BLENDER_REQUIRE(common_math_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) | #pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) | ||||
| /** | /** | ||||
| * Screen-Space Raytracing functions. | * Screen-Space Raytracing functions. | ||||
| */ | */ | ||||
| uniform sampler2D maxzBuffer; | |||||
| uniform sampler2DArray planarDepth; | |||||
| struct Ray { | struct Ray { | ||||
| vec3 origin; | vec3 origin; | ||||
| /* Ray direction premultiplied by its maximum length. */ | /* Ray direction premultiplied by its maximum length. */ | ||||
| vec3 direction; | vec3 direction; | ||||
| }; | }; | ||||
| /* Inputs expected to be in viewspace. */ | /* Inputs expected to be in viewspace. */ | ||||
| void raytrace_clip_ray_to_near_plane(inout Ray ray) | void raytrace_clip_ray_to_near_plane(inout Ray ray) | ||||
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