Refining the ao effect on the blur side

This commit is contained in:
samcake 2016-01-21 19:02:32 -08:00
parent 7df3e9f306
commit b7f14789af
3 changed files with 2 additions and 4 deletions

View file

@ -182,8 +182,8 @@ vec2 fetchOcclusionDepth(ivec2 coords) {
return unpackOcclusionDepth(texelFetch(occlusionMap, coords, 0).xyz);
}
const int RADIUS_SCALE = 2;
const float BLUR_WEIGHT_OFFSET = 0.3;
const int RADIUS_SCALE = 1;
const float BLUR_WEIGHT_OFFSET = 0.0;
const float BLUR_EDGE_SCALE = 2000.0;
vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 ssC, float key) {

View file

@ -15,7 +15,6 @@ const ivec2 horizontal = ivec2(1,0);
<$declareBlurPass(horizontal)$>
in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {

View file

@ -13,7 +13,6 @@
const ivec2 vertical = ivec2(0,1);
<$declareBlurPass(vertical)$>
in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {