From 54a47a42ce3f6f05eafd62305552ee48dc08913f Mon Sep 17 00:00:00 2001 From: Patrick Date: Fri, 26 Mar 2021 20:13:19 +0100 Subject: remove debugging renderstate --- shaders/fbo_frag.glsl | 30 +++++++++++------------------- shaders/frag_irradiance.glsl | 14 ++++++-------- 2 files changed, 17 insertions(+), 27 deletions(-) (limited to 'shaders') diff --git a/shaders/fbo_frag.glsl b/shaders/fbo_frag.glsl index f92483e..8ffc0ce 100644 --- a/shaders/fbo_frag.glsl +++ b/shaders/fbo_frag.glsl @@ -13,24 +13,16 @@ uniform vec3 sampleWeights[13]; void main() { - if (renderState == 0) { - FragColor = texture(shadowmapTexture, TexCoords); - } - else if (renderState == 1) { - FragColor = texture(irradianceTexture, TexCoords); - } - else if (renderState == 2) { - // sample calculated irradiance - // using Gaussian kernel to approximate light spread - vec4 result = vec4(0, 0, 0, 1); - for (int i = 0; i < 13; i++) { - vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); - //vec4 sample = texture(irradianceTexture, sampleCoords) - // * texture(shadowmapTexture, sampleCoords); - vec4 sample = texture(irradianceTexture, sampleCoords); - vec4 weight = vec4(sampleWeights[i], 1); - result += sample * weight; - } - FragColor = result; + // sample calculated irradiance + // using Gaussian kernel to approximate light spread + vec4 result = vec4(0, 0, 0, 1); + for (int i = 0; i < 13; i++) { + vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); + //vec4 sample = texture(irradianceTexture, sampleCoords) + // * texture(shadowmapTexture, sampleCoords); + vec4 sample = texture(irradianceTexture, sampleCoords); + vec4 weight = vec4(sampleWeights[i], 1); + result += sample * weight; } + FragColor = result; } diff --git a/shaders/frag_irradiance.glsl b/shaders/frag_irradiance.glsl index b985acf..2a7edec 100644 --- a/shaders/frag_irradiance.glsl +++ b/shaders/frag_irradiance.glsl @@ -40,14 +40,12 @@ void main() // thickness float distanceToBackside = length(FragPos - Backside); - if (renderState == 2) { - if (distanceToBackside != 0) { - // add translucency by amplifying color inverse to the thickness - // (1 - diff) is part of the irradiance term, - // if the light hits the object straight at 90° - // most light is received - result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff); - } + if (distanceToBackside != 0) { + // add translucency by amplifying color inverse to the thickness + // (1 - diff) is part of the irradiance term, + // if the light hits the object straight at 90° + // most light is received + result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff); } FragColor = vec4(result, 1.0f); -- cgit v1.2.3