EEVEE Next: Tag shadowmap usage for transparent object volumes #104580
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@ -7,7 +7,7 @@
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*/
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
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#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
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#pragma BLENDER_REQUIRE(common_debug_shape_lib.glsl)
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@ -42,12 +42,10 @@ void main()
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const ObjectBounds bounds = bounds_buf[resource_id];
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/* TODO (Miguel Pozo):
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*This could compute the box planes if the compiler doesn't optimize it out.*/
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IsectBox box = isect_data_setup(bounds.bounding_corners[0].xyz,
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bounds.bounding_corners[1].xyz,
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bounds.bounding_corners[2].xyz,
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bounds.bounding_corners[3].xyz);
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Box box = shape_box(bounds.bounding_corners[0].xyz,
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bounds.bounding_corners[0].xyz + bounds.bounding_corners[1].xyz,
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bounds.bounding_corners[0].xyz + bounds.bounding_corners[2].xyz,
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bounds.bounding_corners[0].xyz + bounds.bounding_corners[3].xyz);
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vec3 ws_aabb_min = bounds.bounding_corners[0].xyz;
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vec3 ws_aabb_max = bounds.bounding_corners[0].xyz + bounds.bounding_corners[1].xyz +
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