Cleanup: EEVEE: Rename variable named sample because ...

.. it's a reserved keyword on GL > 4.0.
This commit is contained in:
2021-02-21 01:07:04 +01:00
parent 2ce4a403d9
commit ba43b4c04d
5 changed files with 13 additions and 13 deletions

View File

@@ -177,11 +177,11 @@ vec4 step_blit(void)
vec4 step_downsample(void)
{
#ifdef HIGH_QUALITY /* Anti flicker */
vec3 sample = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
vec3 samp = downsample_filter_high(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#else
vec3 sample = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
vec3 samp = downsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
return vec4(sample, 1.0);
return vec4(samp, 1.0);
}
vec4 step_upsample(void)

View File

@@ -108,8 +108,8 @@ void main()
weight = texel_solid_angle(facecoord, halfpix);
vec4 sample = textureLod(probeHdr, cubevec, lodMax);
sh += sample.rgb * coef * weight;
vec4 samp = textureLod(probeHdr, cubevec, lodMax);
sh += samp.rgb * coef * weight;
weight_accum += weight;
}
}

View File

@@ -80,9 +80,9 @@ void main()
vec2 accum = vec2(0.0);
for (float i = 0; i < sampleCount; i++) {
vec3 sample = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B);
float depth = texture(probeDepth, sample).r;
depth = get_world_distance(depth, sample);
vec3 samp = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B);
float depth = texture(probeDepth, samp).r;
depth = get_world_distance(depth, samp);
accum += vec2(depth, depth * depth);
}

View File

@@ -209,9 +209,9 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float
/* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
* and chose the right mip depending on the cone footprint after projection */
/* NOTE: X is inverted here to compensate inverted drawing. */
vec3 sample = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
vec3 radiance = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
return sample;
return radiance;
}
void fallback_cubemap(vec3 N,