SSAO: Remove the strenght parameter
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@ -8,12 +8,11 @@ uniform vec4 samplePoints[16];
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in vec2 uv;
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in vec2 uv;
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out vec4 FragColor;
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out vec4 FragColor;
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const float strengh = 4.;
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const float radius = .4f;
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const float radius = .4f;
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#define SAMPLES 8
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#define SAMPLES 8
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const float invSamples = strengh / SAMPLES;
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const float invSamples = 1. / SAMPLES;
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vec3 rand(vec2 co)
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vec3 rand(vec2 co)
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{
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{
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@ -53,7 +52,7 @@ void main(void)
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vec4 occluderPos = invprojm * vec4(sampleProj.xy, 2.0 * occluderFragmentDepth - 1.0, 1.0f);
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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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occluderPos /= occluderPos.w;
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0));
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) : 0.;
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) : 0.;
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}
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}
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