FragColor = texture(shadowmapTexture, TexCoords);\r
}\r
// stencil buffer\r
- else if (renderState == 1 || texture(irradianceTexture, TexCoords).rgb == vec3(0, 0, 0)) {\r
+ else if (renderState == 1) {\r
FragColor = texture(irradianceTexture, TexCoords);\r
}\r
else if (renderState == 2) {\r
else if (renderState == 3) {\r
vec4 result = vec4(0, 0, 0, 1);\r
for (int i = 0; i < 13; i++) {\r
- float oneX = 1.0/screenWidth;\r
- float oneY = 1.0/screenHeight;\r
- vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY));\r
+ vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
+ vec4 sample = texture(irradianceTexture, sampleCoords)\r
+ * texture(shadowmapTexture, sampleCoords);\r
vec4 weight = vec4(sampleWeights[i], 1);\r
result += sample * weight;\r
}\r