Merge pull request #2125 from N8n5h/light-fix-2
Fix light visual artifact when close to the camera
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commit
26c29fe15e
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@ -8,6 +8,10 @@ int getClusterI(vec2 tc, float viewz, vec2 cameraPlane) {
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float z = log(viewz - cnear + 1.0) / log(cameraPlane.y - cnear + 1.0);
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sliceZ = int(z * (clusterSlices.z - 1)) + 1;
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}
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// address gap between near plane and cluster near offset
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else if (viewz >= cameraPlane.x) {
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sliceZ = 1;
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}
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return int(tc.x * clusterSlices.x) +
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int(int(tc.y * clusterSlices.y) * clusterSlices.x) +
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int(sliceZ * clusterSlices.x * clusterSlices.y);
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@ -253,7 +253,7 @@ project.addSources('Sources');
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if wrd.arm_debug_console:
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assets.add_khafile_def('arm_debug')
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khafile.write(add_shaders(sdk_path + "/armory/Shaders/debug_draw/**", rel_path=do_relpath_sdk))
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if not is_publish and state.target == 'html5':
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khafile.write("project.addParameter('--debug');\n")
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@ -711,7 +711,7 @@ const float voxelgiAperture = """ + str(round(rpdat.arm_voxelgi_aperture * 100)
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f.write(
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"""const int maxLights = """ + max_lights + """;
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const int maxLightsCluster = """ + max_lights_clusters + """;
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const float clusterNear = 4.0;
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const float clusterNear = 3.0;
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""")
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f.write(add_compiledglsl + '\n') # External defined constants
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