X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/c99ecda7bed596922125f6b1ef1ef2ae8f27703e..refs/heads/main:/shaders/fbo_frag.glsl diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index f92483e..8ffc0ce 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -13,24 +13,16 @@ uniform vec3 sampleWeights[13]; void main() { - if (renderState == 0) { - FragColor = texture(shadowmapTexture, TexCoords); - } - else if (renderState == 1) { - FragColor = texture(irradianceTexture, TexCoords); - } - else if (renderState == 2) { - // sample calculated irradiance - // using Gaussian kernel to approximate light spread - vec4 result = vec4(0, 0, 0, 1); - for (int i = 0; i < 13; i++) { - vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); - //vec4 sample = texture(irradianceTexture, sampleCoords) - // * texture(shadowmapTexture, sampleCoords); - vec4 sample = texture(irradianceTexture, sampleCoords); - vec4 weight = vec4(sampleWeights[i], 1); - result += sample * weight; - } - FragColor = result; + // sample calculated irradiance + // using Gaussian kernel to approximate light spread + vec4 result = vec4(0, 0, 0, 1); + for (int i = 0; i < 13; i++) { + vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); + //vec4 sample = texture(irradianceTexture, sampleCoords) + // * texture(shadowmapTexture, sampleCoords); + vec4 sample = texture(irradianceTexture, sampleCoords); + vec4 weight = vec4(sampleWeights[i], 1); + result += sample * weight; } + FragColor = result; }