Clamp lod level in SSAO shader later.

This commit is contained in:
Vincent Lejeune 2015-01-12 22:47:53 +01:00
parent ea59e77d5f
commit cfbbeef441

View File

@ -2,7 +2,7 @@
// and improvements here http://graphics.cs.williams.edu/papers/SAOHPG12/
uniform sampler2D dtex;
uniform float radius = 1.;
uniform float radius;
uniform float k = 1.5;
uniform float sigma = 1.;
out float AO;
@ -38,7 +38,7 @@ void main(void)
float r = radius / FragPos.z;
float phi = 3. * (x ^ y) + x * y;
float bl = 0.0;
float m = max(log2(r) + 6 + log2(invSamples), 0.);
float m = log2(r) + 6 + log2(invSamples);
float theta = 2. * 3.14 * tau * .5 * invSamples + phi;
vec2 rotations = vec2(cos(theta), sin(theta)) * screen;
@ -48,14 +48,14 @@ void main(void)
float alpha = (i + .5) * invSamples;
rotations = vec2(rotations.x * offset.x - rotations.y * offset.y, rotations.x * offset.y + rotations.y * offset.x);
float h = r * alpha;
vec2 offset = h * rotations;
vec2 localoffset = h * rotations;
m = m + .5;
ivec2 ioccluder_uv = ivec2(x, y) + ivec2(offset);
ivec2 ioccluder_uv = ivec2(x, y) + ivec2(localoffset);
if (ioccluder_uv.x < 0 || ioccluder_uv.x > screen.x || ioccluder_uv.y < 0 || ioccluder_uv.y > screen.y) continue;
float LinearoccluderFragmentDepth = textureLod(dtex, vec2(ioccluder_uv) / screen, m).x;
float LinearoccluderFragmentDepth = textureLod(dtex, vec2(ioccluder_uv) / screen, max(m, 0.)).x;
vec3 OccluderPos = getXcYcZc(ioccluder_uv.x, ioccluder_uv.y, LinearoccluderFragmentDepth);
vec3 vi = OccluderPos - FragPos;