Improving readability in shader

This commit is contained in:
Christopher Root 2015-08-15 14:40:34 -07:00
parent 8ea6048ec7
commit 21dc58eb85

View file

@ -140,7 +140,6 @@ vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
}
vec2 SnapUVOffset(vec2 uv) {
// return round(uv * AORes) * InvAORes;
return round(uv * renderTargetRes) * renderTargetResInv;
}
@ -174,8 +173,7 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
d2 = Length2(S - P);
// Is the sample within the radius and the angle greater?
if(d2 < R2 && tanS > tanH)
{
if (d2 < R2 && tanS > tanH) {
float sinS = TanToSin(tanS);
// Apply falloff based on the distance
ao += Falloff(d2) * (sinS - sinH);
@ -188,7 +186,8 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
}
vec2 RotateDirections(vec2 Dir, vec2 CosSin) {
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,
Dir.x*CosSin.y + Dir.y*CosSin.x);
}
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) {
@ -200,8 +199,7 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
// Clamp numSteps if it is greater than the max kernel footprint
float maxNumSteps = MaxRadiusPixels / stepSizePix;
if (maxNumSteps < numSteps)
{
if (maxNumSteps < numSteps) {
// Use dithering to avoid AO discontinuities
numSteps = floor(maxNumSteps + rand);
numSteps = max(numSteps, 1);
@ -209,7 +207,6 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
}
// Step size in uv space
// stepSizeUv = stepSizePix * InvAORes;
stepSizeUv = stepSizePix * renderTargetResInv;
}