Render SSAO at fullscreen resolution.
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@ -67,7 +67,7 @@ void main(void)
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if (occluder_uv.x < 0. || occluder_uv.x > 1. || occluder_uv.y < 0. || occluder_uv.y > 1.) continue;
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float m = round(log2(h)) + 6.;
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float m = round(log2(h)) + 7.;
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float occluderFragmentDepth = textureLod(dtex, occluder_uv, m).x;
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vec4 OccluderPos = getPosFromUVDepth(vec3(occluder_uv, occluderFragmentDepth), InverseProjectionMatrix);
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@ -892,11 +892,11 @@ void IrrDriver::renderSSAO()
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getFBO(FBO_SSAO));
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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m_post_processing->renderSSAO();
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// Blur it to reduce noise.
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m_post_processing->renderGaussian6Blur(irr_driver->getFBO(FBO_SSAO), irr_driver->getRenderTargetTexture(RTT_SSAO),
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irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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irr_driver->getFBO(FBO_TMP4), irr_driver->getRenderTargetTexture(RTT_TMP4), UserConfigParams::m_width, UserConfigParams::m_height);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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}
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@ -86,7 +86,7 @@ RTT::RTT()
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_SSAO] = generateRTT(half, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_HALF1] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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