Add range check for ssao + fix for nvidia
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14748 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -6,9 +6,8 @@ uniform mat4 invprojm;
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uniform mat4 projm;
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uniform vec4 samplePoints[16];
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const float strengh = 1.;
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const float radius = 0.1f;
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const float threshold = 0.1;
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const float strengh = 4.;
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const float radius = .1f;
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#define SAMPLES 16
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@@ -33,7 +32,9 @@ void main(void)
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// get the normal of current fragment
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vec3 norm = normalize(cur.xyz * vec3(2.0) - vec3(1.0));
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if (curdepth > 0.99) discard;
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// Workaround for nvidia and skyboxes
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float len = dot(vec3(1.0), abs(cur.xyz));
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if (len < 0.2 || curdepth > 0.999) discard;
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vec3 tangent = normalize(cross(norm, norm.yzx));
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vec3 bitangent = cross(norm, tangent);
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@@ -47,9 +48,12 @@ void main(void)
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// get the depth of the occluder fragment
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float occluderFragmentDepth = decdepth(vec4(texture2D(depth, (sampleProj.xy * 0.5) + 0.5).xyz, 0.0));
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// Position of the occluder fragment in worldSpace
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vec4 occluderPos = invprojm * vec4(sampleProj.xy, 2.0 * occluderFragmentDepth - 1.0, 1.0f);
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occluderPos /= occluderPos.w;
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float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0);
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bl += (abs(depthDifference) < threshold) ? step(0., depthDifference) : 0.0;
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bl += (distance(occluderPos, FragPos) < radius) ? step(0., depthDifference) : 0.0;
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}
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// output the result
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