It was using wrong swizzle for depth texture.
This commit is contained in:
vlj 2014-08-07 22:32:42 +02:00
parent dbed303d90
commit 6c3aeceb51
3 changed files with 4 additions and 4 deletions

View File

@ -60,7 +60,7 @@ void main(void)
vec2 uv = RHuv + offset * 0.01;
// Get world position and normal from the RSM sample
float depth = texture(dtex, uv).z;
float depth = texture(dtex, uv).x;
vec4 RSMPos = inverse(RSMMatrix) * (2. * vec4(uv, depth, 1.) - 1.);
RSMPos /= RSMPos.w;
vec3 RSMAlbedo = texture(ctex, uv).xyz;
@ -74,7 +74,7 @@ void main(void)
float dist = distance(SamplePos, RSMPos.xyz) / R_wcs;
// Determine the incident direction.
// Avoid very close samples (and numerical instability problems)
vec3 RSM_to_RH_dir = (dist <= 0.00) ? vec3(0.) : normalize(SamplePos - RSMPos.xyz);
vec3 RSM_to_RH_dir = (dist <= 0.1) ? vec3(0.) : normalize(SamplePos - RSMPos.xyz);
float dotprod = max(dot(RSM_to_RH_dir, normal.xyz), 0.);
float factor = dotprod / (0.1 + dist * dist);

View File

@ -10,5 +10,5 @@ void main()
float r = texture(SHR, uvw).w;
float g = texture(SHG, uvw).w;
float b = texture(SHB, uvw).w;
FragColor = max(vec4(r, g, b, 1.0), vec4(0.));
FragColor = max(10. * vec4(r, g, b, 1.0), vec4(0.));
}

View File

@ -15,6 +15,6 @@ void main(void)
uvw = vec3(gx, gy, gz) / vec3(resolution);
vec3 WorldPos = (2. * uvw - 1.) * extents;
gl_Position = ProjectionMatrix * ViewMatrix * RHMatrix * vec4(WorldPos, 1.);
gl_PointSize = 100. / gl_Position.w;
gl_PointSize = 500. / gl_Position.w;
}