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Commit 4f06f3da authored by Tofu Buzzard's avatar Tofu Buzzard
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FIX VWR-24509 Fix SSAO speckling artifacts at distance, re-enable distant SSAO

(transplanted from ef938dea0504b12fcf802f38fcf5457ba566c468)
parent a6e8026d
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......@@ -752,6 +752,7 @@ tiamat bingyi
Tofu Buzzard
CTS-411
STORM-546
VWR-24509
TraductoresAnonimos Alter
CT-324
Tue Torok
......
......@@ -51,6 +51,9 @@ void main()
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
tc += ( (int(tc.x+tc.y)%2 - 0.5) * kern[1].z * dlt * 0.5 );
......@@ -59,7 +62,7 @@ void main()
vec2 samptc = tc + kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
......@@ -70,7 +73,7 @@ void main()
vec2 samptc = tc - kern[i].z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= 0.003)
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
......
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