From: Patrick Schönberger Date: Wed, 10 Feb 2021 11:04:44 +0000 (+0100) Subject: fix shader X-Git-Url: https://gitweb.ps.run/subsurface_scattering/commitdiff_plain/cedffd5cf24c1a3ed64161475c806c55135406be?hp=9df6e59ef661eb3e9fd6a324c6f23e1e1e8f4e04 fix shader --- diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index e199245..7463fc8 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -17,7 +17,7 @@ void main() FragColor = texture(shadowmapTexture, TexCoords); } // stencil buffer - else if (renderState == 1 || texture(irradianceTexture, TexCoords).rgb == vec3(0, 0, 0)) { + else if (renderState == 1) { FragColor = texture(irradianceTexture, TexCoords); } else if (renderState == 2) { @@ -26,9 +26,9 @@ void main() else if (renderState == 3) { vec4 result = vec4(0, 0, 0, 1); for (int i = 0; i < 13; i++) { - float oneX = 1.0/screenWidth; - float oneY = 1.0/screenHeight; - vec4 sample = texture(irradianceTexture, TexCoords + samplePositions[i] * vec2(oneX, oneY)); + vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); + vec4 sample = texture(irradianceTexture, sampleCoords) + * texture(shadowmapTexture, sampleCoords); vec4 weight = vec4(sampleWeights[i], 1); result += sample * weight; }