OpenGL2: Fixes to depth blur and ssao.
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934014e237
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3 changed files with 12 additions and 11 deletions
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@ -40,7 +40,8 @@ mat2 randomRotation( const vec2 p )
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float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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// depth is upside down?
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float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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@ -80,7 +81,7 @@ float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZN
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void main()
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{
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float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
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float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz);
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gl_FragColor = vec4(vec3(result), 1.0);
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}
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