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Fix precision issue in SSAO shader
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parent
723eb746f6
commit
a6fdaca633
2 changed files with 7 additions and 4 deletions
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@ -104,11 +104,11 @@ CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 6.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Int, gl_ssao_blur_samples, 9, 0)
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CUSTOM_CVAR(Int, gl_ssao_blur_samples, 5, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 9;
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@ -158,8 +158,8 @@ void FGLRenderer::AmbientOccludeScene()
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->AmbientWidth / (float)mBuffers->AmbientHeight);
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float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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float r2 = aoRadius * aoRadius;
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@ -70,6 +70,9 @@ public:
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int GetWidth() const { return mWidth; }
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int GetHeight() const { return mHeight; }
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int GetSceneWidth() const { return mSceneWidth; }
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int GetSceneHeight() const { return mSceneHeight; }
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private:
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void ClearScene();
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void ClearPipeline();
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