fix ssao
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021cfd8a1e
commit
3e66ff5924
@ -7,7 +7,7 @@ uniform samplerCube u_skybox;
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void main(){
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void main(){
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vec3 dir = normalize(v_coord);
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vec3 dir = normalize(v_coord);
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f_position = vec4(0.0, 0.0, 0.0, 0.0);
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f_position = vec4(0.0, 0.0, -1e9, 1.0);
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f_normal = vec4(0.0);
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f_normal = vec4(0.0);
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f_color = texture(u_skybox, dir);
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f_color = texture(u_skybox, dir);
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}
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}
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@ -1,6 +1,6 @@
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#param vec3 u_ssaoSamples[64]
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#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param int u_kernelSize = 16
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#param float u_radius = 0.2
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#param float u_radius = 0.4
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#param float u_bias = 0.006
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#param float u_bias = 0.006
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vec4 effect() {
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vec4 effect() {
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@ -32,5 +32,5 @@ vec4 effect() {
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float z = -position.z * 0.01;
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float z = -position.z * 0.01;
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z = max(0.0, 1.0 - z);
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z = max(0.0, 1.0 - z);
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return vec4(occlusion, 0.0, 0.0, 1.0);
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return vec4(mix(1.0, occlusion, z), 0.0, 0.0, 1.0);
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}
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}
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@ -155,7 +155,6 @@ void GBuffer::bind() {
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void GBuffer::bindSSAO() const {
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void GBuffer::bindSSAO() const {
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, ssaoFbo);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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void GBuffer::unbind() {
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void GBuffer::unbind() {
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@ -378,7 +378,12 @@ void WorldRenderer::generateShadowsMap(
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t += 1.0f;
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t += 1.0f;
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}
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}
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t = fmod(t, 0.5f);
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t = fmod(t, 0.5f);
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float sunAngle = glm::radians(90.0f - (((int)(t*1000)) / 1000.0f + 0.25f) * 360.0f);
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float sunCycleStep = 1.0f / 1000.0f;
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float sunAngle = glm::radians(
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90.0f -
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((static_cast<int>(t / sunCycleStep)) * sunCycleStep + 0.25f) * 360.0f
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);
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shadowCamera.rotate(
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shadowCamera.rotate(
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sunAngle,
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sunAngle,
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glm::radians(-45.0f),
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glm::radians(-45.0f),
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