EEVEE Next: Subsurface Scattering #107407
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@ -95,8 +95,8 @@
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/* Only during shadow rendering. */
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#define SHADOW_RENDER_MAP_SLOT 13
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#define RBUFS_UTILITY_TEX_SLOT 14
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/* TODO(Miguel Pozo): Set the correct slot. */
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#define SSS_TRANSMITTANCE_TEX_SLOT 28
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#define HIZ_TEX_SLOT 15
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#define SSS_TRANSMITTANCE_TEX_SLOT 16
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/* Images. */
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#define RBUFS_NORMAL_SLOT 0
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@ -4,7 +4,7 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(eevee_hiz_data)
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.sampler(15, ImageType::FLOAT_2D, "hiz_tx")
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.sampler(HIZ_TEX_SLOT, ImageType::FLOAT_2D, "hiz_tx")
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.uniform_buf(5, "HiZData", "hiz_buf");
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GPU_SHADER_CREATE_INFO(eevee_hiz_update)
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@ -188,15 +188,13 @@ GPU_SHADER_CREATE_INFO(eevee_subsurface_eval)
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.do_static_compilation(true)
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.additional_info("eevee_shared")
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.uniform_buf(1, "SubsurfaceData", "sss_buf")
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.uniform_buf(2, "HiZData", "hiz_buf")
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.sampler(0, ImageType::FLOAT_2D, "hiz_tx")
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.sampler(1, ImageType::FLOAT_2D_ARRAY, "gbuffer_closure_tx")
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.sampler(2, ImageType::FLOAT_2D_ARRAY, "gbuffer_color_tx")
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.sampler(3, ImageType::FLOAT_2D, "radiance_tx")
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.sampler(0, ImageType::FLOAT_2D_ARRAY, "gbuffer_closure_tx")
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.sampler(1, ImageType::FLOAT_2D_ARRAY, "gbuffer_color_tx")
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.sampler(2, ImageType::FLOAT_2D, "radiance_tx")
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.fragment_out(0, Type::VEC4, "out_combined")
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.fragment_source("eevee_subsurface_eval_frag.glsl")
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/* TODO(fclem) Output to diffuse pass without feedback loop. */
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.additional_info("draw_fullscreen", "draw_view");
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.additional_info("draw_fullscreen", "draw_view", "eevee_hiz_data");
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#undef image_out
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#undef image_array_out
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Do not use slot 16 (or anything above slot 15). It is not available in all implementations.