Fix SDFGI bug after previous optimization.

Was causing arctifacts, should be good now.
This commit is contained in:
reduz 2021-02-06 18:49:10 -03:00
parent 89a43d9c2e
commit d0cc899398
1 changed files with 18 additions and 12 deletions

View File

@ -244,6 +244,9 @@ void main() {
vec4 light;
if (hit) {
//avoid reading different texture from different threads
for (uint j = params.cascade; j < params.max_cascades; j++) {
if (j == hit_cascade) {
const float EPSILON = 0.001;
vec3 hit_normal = normalize(vec3(
texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
@ -258,6 +261,9 @@ void main() {
//one liner magic
light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
light.a = 1.0;
}
}
} else if (params.sky_mode == SKY_MODE_SKY) {
#ifdef USE_CUBEMAP_ARRAY
light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates