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Square vector lengths to bunch them up towards the center, add a minimum
length, include the URL of the SSAO tutorial.
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2 changed files with 8 additions and 2 deletions
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@ -45,7 +45,12 @@ void AmbientOcclusionEffect::init() {
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const int SAMPLE_KERNEL_SIZE = 16;
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QVector3D sampleKernel[SAMPLE_KERNEL_SIZE];
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for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
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glm::vec3 vector = glm::ballRand(1.0f);
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// square the length in order to increase density towards the center
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glm::vec3 vector = glm::sphericalRand(1.0f);
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float scale = randFloat();
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const float MIN_VECTOR_LENGTH = 0.01f;
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const float MAX_VECTOR_LENGTH = 1.0f;
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vector *= glm::mix(MIN_VECTOR_LENGTH, MAX_VECTOR_LENGTH, scale * scale);
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sampleKernel[i] = QVector3D(vector.x, vector.y, vector.z);
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}
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@ -13,7 +13,8 @@
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class ProgramObject;
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/// A screen space ambient occlusion effect.
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/// A screen space ambient occlusion effect. See John Chapman's tutorial at
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/// http://john-chapman-graphics.blogspot.co.uk/2013/01/ssao-tutorial.html for reference.
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class AmbientOcclusionEffect {
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public:
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