SSAO: Use the correct distance for range checking
It should remove halo around kart heads. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14763 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -49,10 +49,8 @@ void main(void)
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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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float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0);
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// depthDifference between 0 and radius
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float increment = step(0., depthDifference) * step(-radius, -depthDifference);
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bl += increment * smoothstep(radius, 0, distance(samplePos, FragPos)) * cosTheta;
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bool isOccluded = (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius);
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bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) * cosTheta : 0.;
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}
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// output the result
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