SSAO shader looks better on racoon now
It still looks a little off but its better than before
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468a032fad
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6a1ae5fac8
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@ -8,7 +8,7 @@ const int ROTATION_KERNEL_W = 4;
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const int ROTATION_KERNEL_H = 4;
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const int ROTATION_KERNEL_H = 4;
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// can perhaps pass in as push constant.
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// can perhaps pass in as push constant.
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const float RADIUS = 0.2f;
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const float RADIUS = 0.35f;
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const float BIAS = 0.0025f;
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const float BIAS = 0.0025f;
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(local_size_x = 16, local_size_y = 16) in;
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@ -145,10 +145,10 @@ namespace SHADE
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapBlur_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapBlur_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Anim_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Anim_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/Particle_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Particle_VS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/Particle_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Particle_FS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/ParticleEmit_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ParticleEmit_CS.glsl", false);
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SHAssetManager::CompileAsset("../../Assets/Shaders/ParticleUpdate_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ParticleUpdate_CS.glsl", false);
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// Load Built In Shaders
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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@ -19,15 +19,16 @@ namespace SHADE
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// generate samples
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// generate samples
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for (uint32_t i = 0; i < NUM_SAMPLES; ++i)
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for (uint32_t i = 0; i < NUM_SAMPLES; ++i)
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{
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{
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//SHVec3 temp
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SHVec3 temp
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//{
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{
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// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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// distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
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distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
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//};
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};
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//temp = SHVec3::Normalise(temp);
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temp = SHVec3::Normalise(temp);
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//temp *= distrib(generator);
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temp *= distrib(generator);
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samples[i] = SHVec4 (temp.x, temp.y, temp.z, 0.0f);
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//// This makes sure that most points are closer to fragment's position
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//// This makes sure that most points are closer to fragment's position
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//float scale = 1.0f / static_cast<float>(NUM_SAMPLES);
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//float scale = 1.0f / static_cast<float>(NUM_SAMPLES);
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@ -36,16 +37,16 @@ namespace SHADE
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//samples[i] = SHVec4 (temp.x, temp.y, temp.z, 0.0f);
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//samples[i] = SHVec4 (temp.x, temp.y, temp.z, 0.0f);
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samples[i] = SHVec4
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//samples[i] = SHVec4
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{
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//{
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
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distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
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// distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
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0.0f
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// 0.0f
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};
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//};
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// This makes sure that most points are closer to fragment's position
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// This makes sure that most points are closer to fragment's position
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float scale = 1.0f / static_cast<float>(NUM_SAMPLES);
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float scale = static_cast<float>(i) / static_cast<float>(NUM_SAMPLES);
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scale = std::lerp(0.1f, 1.0f, scale * scale);
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scale = std::lerp(0.1f, 1.0f, scale * scale);
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samples[i] *= scale;
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samples[i] *= scale;
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}
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}
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