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Commit d5c07e58 authored by Tofu Linden's avatar Tofu Linden
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ss reflections: make the guess less far from the source.

parent 783b0a72
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...@@ -290,7 +290,7 @@ void main() ...@@ -290,7 +290,7 @@ void main()
// //
depth -= 0.5; // unbias depth depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from // first figure out where we'll make our 2D guess from
vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// get attributes from the 2D guess point // get attributes from the 2D guess point
float refdepth = texture2DRect(depthMap, ref2d).a; float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz; vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
......
...@@ -289,7 +289,7 @@ void main() ...@@ -289,7 +289,7 @@ void main()
// //
depth -= 0.5; // unbias depth depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from // first figure out where we'll make our 2D guess from
vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// get attributes from the 2D guess point // get attributes from the 2D guess point
float refdepth = texture2DRect(depthMap, ref2d).a; float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz; vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
......
...@@ -292,7 +292,7 @@ void main() ...@@ -292,7 +292,7 @@ void main()
// //
depth -= 0.5; // unbias depth depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from // first figure out where we'll make our 2D guess from
vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// get attributes from the 2D guess point // get attributes from the 2D guess point
float refdepth = texture2DRect(depthMap, ref2d).a; float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz; vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
......
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