Reenable bluring

This commit is contained in:
Vincent Lejeune 2014-11-02 16:30:44 +01:00
parent c5186e3ab3
commit ebe11370a2
5 changed files with 5 additions and 5 deletions

View File

@ -17,5 +17,5 @@ void main(void)
vec4 col = texture(tex, uv);
#endif
if (col.a < 0.5) discard;
FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
}

View File

@ -2,5 +2,5 @@ out vec4 FragColor;
void main()
{
FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
}

View File

@ -12,5 +12,5 @@ void main(void)
{
vec4 col = texture(tex, uv);
if (col.a < 0.5) discard;
FragColor = vec4(exp(80. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
FragColor = vec4(exp(1. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
}

View File

@ -56,7 +56,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
float d = shadowcoord.z;
return min(pow(exp(-80. * d) * z, 4.), 1.);
return min(pow(exp(-1. * d) * z, 240.), 1.);
}
void main() {

View File

@ -1020,7 +1020,7 @@ void IrrDriver::renderShadows()
}
}
// m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
}