]> gitweb.ps.run Git - subsurface_scattering/commitdiff
fix shader
authorPatrick Schönberger <patrick.schoenberger@posteo.de>
Wed, 10 Feb 2021 11:04:44 +0000 (12:04 +0100)
committerPatrick Schönberger <patrick.schoenberger@posteo.de>
Wed, 10 Feb 2021 11:04:44 +0000 (12:04 +0100)
shaders/fbo_frag.glsl

index e199245cec69ff67c2d8a394449ecb399e3b4c94..7463fc858a87636ff57917867bbc5494ca366956 100644 (file)
@@ -17,7 +17,7 @@ void main()
         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
@@ -26,9 +26,9 @@ void main()
     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