SSAO: Use a costheta factor to ease transition

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14759 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2013-12-23 20:02:11 +00:00
parent a9db4c7c3f
commit a3cc62a985

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@ -39,6 +39,8 @@ void main(void)
vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
vec4 sampleProj = projm * samplePos;
sampleProj /= sampleProj.w;
// Projection of sampleDir over nom
float cosTheta = samplePoints[i].z;
// get the depth of the occluder fragment
float occluderFragmentDepth = texture2D(normals_and_depth, (sampleProj.xy * 0.5) + 0.5).a;
@ -49,7 +51,7 @@ void main(void)
float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0);
// depthDifference between 0 and radius
float increment = step(0., depthDifference) * step(-radius, -depthDifference);
bl += increment * smoothstep(radius, 0, distance(samplePos, FragPos));
bl += increment * smoothstep(radius, 0, distance(samplePos, FragPos)) * cosTheta;
}
// output the result