Generate random value for SSAO sampling
It should improve SSAO at least with grass. However this make the algorithm even more sensitive to bad normals. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14758 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -494,25 +494,6 @@ void MLAANeigh3Provider::OnSetConstants(IMaterialRendererServices *srv, int)
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void SSAOProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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static const float array[64] = {
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0.43589, -0.9, 0.667945, 0.,
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-0.9, 0.43589, 0.667945, 0.,
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-0.8, -0.6, 0.7, 0.,
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0.6, 0.8, 0.7, 0.,
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0.866025, -0.5, 0.6830125, 0.,
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-0.5, 0.866025, 0.6830125, 0.,
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-0.3, -0.953939, 0.6269695, 0.,
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0.953939, 0.3, 0.6269695, 0.,
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0.3, -0.781025, 0.5405125, 0.,
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-0.781025, 0.3, 0.5405125, 0.,
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-0.56, -0.621611, 0.5908055, 0.,
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0.621611, 0.56, 0.5908055, 0.,
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0.734847, -0.4, 0.5674235, 0.,
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-0.4, 0.734847, 0.5674235, 0.,
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-0.2, -0.6, 0.4, 0.,
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0.6, 0.2, 0.4, 0.,
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};
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srv->setPixelShaderConstant("invprojm", invprojm.pointer(), 16);
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srv->setPixelShaderConstant("projm", projm.pointer(), 16);
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srv->setPixelShaderConstant("samplePoints[0]", array, 64);
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