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Improving readability in shader
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8ea6048ec7
commit
21dc58eb85
1 changed files with 82 additions and 85 deletions
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@ -140,7 +140,6 @@ vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
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}
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vec2 SnapUVOffset(vec2 uv) {
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// return round(uv * AORes) * InvAORes;
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return round(uv * renderTargetRes) * renderTargetResInv;
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}
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@ -174,8 +173,7 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
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d2 = Length2(S - P);
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// Is the sample within the radius and the angle greater?
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if(d2 < R2 && tanS > tanH)
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{
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if (d2 < R2 && tanS > tanH) {
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float sinS = TanToSin(tanS);
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// Apply falloff based on the distance
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ao += Falloff(d2) * (sinS - sinH);
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@ -188,7 +186,8 @@ float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randst
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}
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vec2 RotateDirections(vec2 Dir, vec2 CosSin) {
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return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
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return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,
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Dir.x*CosSin.y + Dir.y*CosSin.x);
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}
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void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) {
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@ -200,8 +199,7 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
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// Clamp numSteps if it is greater than the max kernel footprint
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float maxNumSteps = MaxRadiusPixels / stepSizePix;
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if (maxNumSteps < numSteps)
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{
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if (maxNumSteps < numSteps) {
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// Use dithering to avoid AO discontinuities
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numSteps = floor(maxNumSteps + rand);
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numSteps = max(numSteps, 1);
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@ -209,7 +207,6 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
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}
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// Step size in uv space
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// stepSizeUv = stepSizePix * InvAORes;
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stepSizeUv = stepSizePix * renderTargetResInv;
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}
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