Switched back to normal SSAO and fixed broken ambient occlusion Luci visualization

This commit is contained in:
Olivier Prat 2018-09-06 13:56:58 +02:00
parent 64a57047ac
commit c167a71129
2 changed files with 2 additions and 4 deletions

View file

@ -220,9 +220,7 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {" "vec4 getFragmentColor() {"
" return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);" " return vec4(vec3(texture(debugTexture0, uv).x), 1.0);"
// When drawing color " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
// when drawing normal" return vec4(normalize(texture(debugTexture0, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
" }" " }"
}; };
static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{ static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{

View file

@ -11,7 +11,7 @@
<@if not SSAO_SLH@> <@if not SSAO_SLH@>
<@def SSAO_SLH@> <@def SSAO_SLH@>
#define SSAO_USE_HORIZON_BASED 1 #define SSAO_USE_HORIZON_BASED 0
<@include render-utils/ShaderConstants.h@> <@include render-utils/ShaderConstants.h@>