Blender Git Commit Log

Git Commits -> Revision 2632c13

September 15, 2014, 14:12 (GMT)
SSAO shader.

This works by using the calculated view space normal and accumulating
coverage of a certain area by nearby pixels. There are two sliders to
control the effect:

* Scale controls the area around each pixel that the shader "collides"
against
* Darkening scales the occlusion effect.

The effect works, but due to the way the normals are calculated, the
normals are never smooth shaded (that would require a separate render
target to store them) and the edges or polygons can be too apparent.
This is not really fixable at the moment unless we move to deferred
pipeline.

The FX system is stll not well optimized and rendering does not always
work correctly, but it's good to have this out for people to play with.

Commit Details:

Full Hash: 2632c1308f37b0b12fecca9707c823148f839c38
Parent Commit: 33722d4
Lines Changed: +76, -24

5 Modified Paths:

/release/scripts/startup/bl_ui/space_view3d.py (+5, -1) (Diff)
/source/blender/editors/space_view3d/view3d_draw.c (+7, -4) (Diff)
/source/blender/gpu/shaders/gpu_shader_fx_frag.glsl (+49, -16) (Diff)
/source/blender/makesdna/DNA_view3d_types.h (+2, -0) (Diff)
/source/blender/makesrna/intern/rna_space.c (+13, -3) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021