clean up and less changes

This commit is contained in:
sam 2016-12-09 03:05:25 -08:00
parent 914fc7fca8
commit 2427a16d6e
5 changed files with 5 additions and 12 deletions

View file

@ -32,7 +32,7 @@ GLShader::~GLShader() {
// GLSL version
static const std::string glslVersion {
"#version 450 core"
"#version 410 core"
};
// Shader domain

View file

@ -46,7 +46,7 @@ void main(void) {
int clusterOffset = cluster.z;
ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
ivec3 dims = frustumGrid.dims.xyz;
dims.z +=1;
ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);

View file

@ -42,7 +42,7 @@ void main(void) {
float numLightsScale = clamp(numLights * 0.05, 0.01, 1.0);
ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
ivec3 dims = frustumGrid.dims.xyz;
dims.z +=1;
ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);

View file

@ -65,7 +65,7 @@ void main(void) {
}
int lightClusterOffset = cluster.z;
ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
ivec3 dims = frustumGrid.dims.xyz;
if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
discard;
}

View file

@ -53,21 +53,14 @@ void main(void) {
vec4 clusterEyePos = frustumGrid_worldToEye(fragPos);
ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
vec3 volumePos = frustumGrid_eyeToVolume(clusterEyePos.xyz, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar);
ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
vec3 gridPos = frustumGrid_volumeToGrid(volumePos, dims);
ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
int numLights = cluster.x + cluster.y;
if (numLights <= 0) {
discard;
}
int lightClusterOffset = cluster.z;
// ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
//ivec3 dims = frustumGrid.dims.xyz;
ivec3 dims = frustumGrid.dims.xyz;
if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
discard;
}