Normalize
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@ -120,7 +120,7 @@ float traceShadow(sampler3D voxels, const vec3 origin, const vec3 dir, const flo
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}
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vec3 traceSpecular(sampler3D voxels, const vec3 pos, const vec3 normal, const vec3 viewDir, const float roughness) {
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float rough = max(roughness, 0.15);
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float rough = max(roughness, 0.02);
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float specularAperture = clamp(tan((3.14159265 / 2) * rough * 0.75), 0.0174533, 3.14159265);
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vec3 specularDir = normalize(reflect(-viewDir, normal));
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return traceCone(voxels, pos, specularDir, specularAperture, MAX_DISTANCE, normal).xyz;
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@ -35,9 +35,9 @@ void main() {
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vec3 wposition = ((gl_GlobalInvocationID.xyz - hres) / hres) * voxelgiHalfExtents;
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uint unor = imageLoad(voxelsNor, ivec3(gl_GlobalInvocationID.xyz)).r;
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vec3 wnormal = decNor(unor); // todo: normalize here
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vec3 wnormal = normalize(decNor(unor));
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wposition -= normalize(wnormal) * 0.01; // Offset
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wposition -= wnormal * 0.01; // Offset
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float visibility;
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vec3 lp = lightPos - wposition;
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@ -573,7 +573,7 @@ class ArmRPListItem(bpy.types.PropertyGroup):
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arm_volumetric_light_steps = IntProperty(name="Steps", default=20, min=0, update=assets.invalidate_shader_cache)
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arm_shadowmap_split = FloatProperty(name="Cascade Split", description="Split factor for cascaded shadow maps, higher factor favors detail on close surfaces", default=0.8, update=assets.invalidate_shader_cache)
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arm_autoexposure_strength = FloatProperty(name="Auto Exposure Strength", default=0.7, update=assets.invalidate_shader_cache)
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arm_ssrs_ray_step = FloatProperty(name="Ray Step", default=0.01, update=assets.invalidate_shader_cache)
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arm_ssrs_ray_step = FloatProperty(name="Step", default=0.01, update=assets.invalidate_shader_cache)
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# Compositor
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arm_letterbox = BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
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arm_letterbox_size = FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
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