diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index d0e2859e90..9ffd94af38 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -76,6 +76,7 @@ static const std::string DEFAULT_ROUGHNESS_SHADER { "vec4 getFragmentColor() {" " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);" " return vec4(vec3(pow(frag.roughness, 1.0 / 2.2)), 1.0);" + // " return vec4(vec3(pow(colorRamp(frag.roughness), vec3(1.0 / 2.2))), 1.0);" " }" }; static const std::string DEFAULT_NORMAL_SHADER { diff --git a/libraries/render-utils/src/LightAmbient.slh b/libraries/render-utils/src/LightAmbient.slh index e343d8c239..b919108115 100644 --- a/libraries/render-utils/src/LightAmbient.slh +++ b/libraries/render-utils/src/LightAmbient.slh @@ -39,7 +39,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, vec3 fragEyeDir, vec3 f <@if supportAmbientMap@> { float levels = getLightAmbientMapNumMips(ambient); - float lod = min(floor((roughness)* levels), levels); + float lod = min(((roughness)* levels), levels); specularLight = evalSkyboxLight(direction, lod).xyz; } <@endif@> diff --git a/libraries/render-utils/src/debug_deferred_buffer.slf b/libraries/render-utils/src/debug_deferred_buffer.slf index 079f79c06e..c018e5e526 100644 --- a/libraries/render-utils/src/debug_deferred_buffer.slf +++ b/libraries/render-utils/src/debug_deferred_buffer.slf @@ -13,6 +13,8 @@ // <@include DeferredBufferRead.slh@> +<@include gpu/Color.slh@> +<$declareColorWheel()$> uniform sampler2D linearDepthMap; uniform sampler2D halfLinearDepthMap; diff --git a/libraries/render-utils/src/surfaceGeometry_downsampleDepthNormal.slf b/libraries/render-utils/src/surfaceGeometry_downsampleDepthNormal.slf index 533073b224..46554dd7f8 100644 --- a/libraries/render-utils/src/surfaceGeometry_downsampleDepthNormal.slf +++ b/libraries/render-utils/src/surfaceGeometry_downsampleDepthNormal.slf @@ -24,8 +24,8 @@ void main(void) { // Gather 2 by 2 quads from texture // Try different filters for Z -// vec4 Zeyes = textureGather(linearDepthMap, varTexCoord0, 0); - // float Zeye = min(min(Zeyes.x, Zeyes.y), min(Zeyes.z, Zeyes.w)); + //vec4 Zeyes = textureGather(linearDepthMap, varTexCoord0, 0); + //float Zeye = min(min(Zeyes.x, Zeyes.y), min(Zeyes.z, Zeyes.w)); float Zeye = texture(linearDepthMap, varTexCoord0).x; vec4 rawNormalsX = textureGather(normalMap, varTexCoord0, 0);