diff --git a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl index f4de7ba0..ea253f04 100644 --- a/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl +++ b/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl @@ -28,7 +28,7 @@ void main() { fragColor.rgb += textureLod(tex, texCoord + s, 0.0).rgb * weight[i]; fragColor.rgb += textureLod(tex, texCoord - s, 0.0).rgb * weight[i]; } - + #ifdef _CPostprocess fragColor.rgb *= PPComp11.x / 5; #else diff --git a/Shaders/ssao_pass/ssao_pass.frag.glsl b/Shaders/ssao_pass/ssao_pass.frag.glsl index 473b0f8e..69e6cd91 100755 --- a/Shaders/ssao_pass/ssao_pass.frag.glsl +++ b/Shaders/ssao_pass/ssao_pass.frag.glsl @@ -25,12 +25,12 @@ void main() { float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; if (depth == 1.0) { fragColor = 1.0; return; } - vec2 enc = textureLod(gbuffer0, texCoord, 0.0).rg; + vec2 enc = textureLod(gbuffer0, texCoord, 0.0).rg; vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); n = normalize(n); - + vec3 vray = normalize(viewRay); vec3 currentPos = getPosNoEye(eyeLook, vray, depth, cameraProj); // vec3 currentPos = getPos2NoEye(eye, invVP, depth, texCoord); @@ -55,7 +55,7 @@ void main() { vec3 pos = getPos2NoEye(eye, invVP, depth, texCoord + k) - currentPos; fragColor += max(0, dot(pos, n) - currentDistanceB) / (dot(pos, pos) + 0.015); } - + #ifdef _CPostprocess fragColor *= (PPComp12.x * 0.3) / samples; #else diff --git a/Shaders/ssao_pass/ssao_pass.json b/Shaders/ssao_pass/ssao_pass.json index 4876c926..c9a44342 100755 --- a/Shaders/ssao_pass/ssao_pass.json +++ b/Shaders/ssao_pass/ssao_pass.json @@ -29,7 +29,7 @@ { "name": "PPComp11", "link": "_PPComp11", - "ifdef":["_CPostprocess"] + "ifdef": ["_CPostprocess"] }, { "name": "PPComp12",