Mostly fucking around

This commit is contained in:
Emmanuel BENOîT 2017-10-06 10:30:06 +02:00
parent dbac828891
commit 2a116f230a
4 changed files with 9 additions and 7 deletions

View file

@ -12,6 +12,9 @@ layout( location = 0 ) out vec3 color;
void main( void )
{
vec3 c = textureLod( u_Input , gl_FragCoord.xy / u_InputSize.xy , u_LOD ).xyz;
color = max( vec3(0) , ( pow( c , vec3( u_FilterParams.x ) ) * u_FilterParams.y - c ) / u_FilterParams.z );
const vec3 c = textureLod( u_Input ,
gl_FragCoord.xy / u_InputSize.xy , u_LOD ).xyz;
color = max( vec3( 0 ) ,
( pow( c , vec3( u_FilterParams.x ) ) * u_FilterParams.y - c )
/ u_FilterParams.z );
}

View file

@ -14,7 +14,6 @@ void main( void )
{
vec2 tmp = gl_FragCoord.xy / u_OutputSize;
vec2 disp = u_Direction / u_OutputSize;
float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2 + u_Weights.w * 2;
color = u_Weights.x * textureLod( u_InputTexture , tmp , u_SourceLOD ).xyz
+ u_Weights.y * (
textureLod( u_InputTexture , tmp + disp , u_SourceLOD ).xyz
@ -26,5 +25,5 @@ void main( void )
textureLod( u_InputTexture , tmp + disp * 3 , u_SourceLOD ).xyz
+ textureLod( u_InputTexture , tmp - disp * 3 , u_SourceLOD ).xyz )
;
color /= wt;
color /= u_Weights.x + 2 * ( u_Weights.y + u_Weights.z + u_Weights.w );
}

View file

@ -63,7 +63,7 @@ T_PBRPrecomputed PBR_Precompute(
float tDir = step( .99 , abs( normal.z ) ) ,
aspect = sqrt( 1 - material.anisotropy * .9 ) ,
rsqr = material.roughness * material.roughness;
rsqr = M_Sqr( material.roughness );
vec3 tUp = mix( vec3( 0 , 0 , 1 ) , vec3( 1 , 0 , 0 ) , tDir ) ,
tint = M_NormalizeColor( material.cAlbedo );

View file

@ -18,7 +18,7 @@ T_PBRMaterial PBRMaterials[1] = {
// Albedo color
vec3( .9 , 1 , .9 ) ,
// Roughness , metallic , subsurface , anisotropy
.25 , .5 , .9 , .9 ,
.15 , .5 , .9 , .9 ,
// Specular strength / tint%
.5 , .5
}
@ -124,7 +124,7 @@ void main( )
const int midx = int( r.y );
const vec3 sunlightDir = normalize( vec3( 0 , 1 , 1 ) );
const vec3 sunlightColor = vec3( 1 , 1 , .99 ) * .1;
const vec3 sunlightColor = vec3( 1 , 1 , .99 ) * .05;
const vec3 pl1Pos = vec3( 3 , 3 , 5 );
const vec3 pl1Color = vec3( 1 , .7 , .8 );
const float pl1Power = 20;