X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/c99ecda7bed596922125f6b1ef1ef2ae8f27703e..aa6a05d9bd09fae792a5beccf01c07ef404e3975:/src/main.cpp diff --git a/src/main.cpp b/src/main.cpp index 8b48e70..4f18e10 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -20,18 +20,9 @@ #include #include -/* -TODO: -- Save Depth to fbo -- Stencil Buffer -- LightDist > 1 - - 1 - distanceToBackside in frag_irradiance -- ShadowMap Perspective (no projection?) -- (Implement Gaussian Blur) -- LightDir nicht immer zu 0 0 0 - -*/ +// sample positions and weights for a Gaussian kernel from +// Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173 float samplePositions[] = { 0.000000f, 0.000000f, @@ -625,7 +616,6 @@ int main() { ImGui::Begin("Options"); ImGui::Checkbox("Wireframe", &options.wireframe); ImGui::Checkbox("Free Cam", &options.freecam); - ImGui::InputInt("Render State", &options.renderState); ImGui::DragFloat3("Color", options.color, 0.01, 0, 1); ImGui::DragFloat("Transmittance Scale", &options.transmittanceScale, 0.0001f, 0, 0.3); ImGui::DragFloat3("Light Pos", glm::value_ptr(options.lightPos), 0.01, -5, 5);