Merge pull request #202 from NicholasBlaskey/master

Renamed sample -> samplePos because sample is a keyword in future glsl versions
This commit is contained in:
Joey de Vries
2020-10-08 10:05:22 +02:00
committed by GitHub

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@@ -34,11 +34,11 @@ void main()
for(int i = 0; i < kernelSize; ++i) for(int i = 0; i < kernelSize; ++i)
{ {
// get sample position // get sample position
vec3 sample = TBN * samples[i]; // from tangent to view-space vec3 samplePos = TBN * samples[i]; // from tangent to view-space
sample = fragPos + sample * radius; samplePos = fragPos + samplePos * radius;
// project sample position (to sample texture) (to get position on screen/texture) // project sample position (to sample texture) (to get position on screen/texture)
vec4 offset = vec4(sample, 1.0); vec4 offset = vec4(samplePos, 1.0);
offset = projection * offset; // from view to clip-space offset = projection * offset; // from view to clip-space
offset.xyz /= offset.w; // perspective divide offset.xyz /= offset.w; // perspective divide
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0 offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
@@ -48,7 +48,7 @@ void main()
// range check & accumulate // range check & accumulate
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth)); float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= sample.z + bias ? 1.0 : 0.0) * rangeCheck; occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
} }
occlusion = 1.0 - (occlusion / kernelSize); occlusion = 1.0 - (occlusion / kernelSize);