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Fixed bug introduced with new rendering method for G-Buffer.
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@@ -497,10 +497,13 @@ vec3 groundColor(const vec3 x, const float t, const vec3 v, const vec3 s, const
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// E[L*] at x0
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vec3 irradianceReflected = irradiance(irradianceTexture, r0, muSun) * irradianceFactor;
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// R[L0] + R[L*]
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vec3 groundRadiance = groundReflectance.rgb * (muSun * transmittanceL0 + irradianceReflected)
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* sunRadiance / M_PI;
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// Night illumination from cities
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//groundRadiance *= mix(30.0, 1.0, dot(n,s));
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// Specular reflection from sun on oceans and rivers
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if (waterReflectance > 0.1) {
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@@ -34,7 +34,7 @@ Fragment getFragment() {
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#endif // SHOW_CHUNK_EDGES
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// TODO: Change the color for the new deferred system (JCC)
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frag.gOtherData = vec4(waterReflectance, 0.0, 0.0, 1.0);
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frag.gOtherData = vec4(waterReflectance, waterReflectance, waterReflectance, 1.0);
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// Normal is written in Camera Rig (OS Eye) Space
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frag.gNormal = vec4(fs_normal, 1.0);
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frag.gPosition = vec4(positionCameraSpace, 1.0); // in Camera Rig Space
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@@ -118,7 +118,7 @@ void FramebufferRenderer::initialize() {
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glBindFramebuffer(GL_FRAMEBUFFER, _mainFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, _mainColorTexture, 0);
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// DEBUG: deferred g-buffer
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// G-buffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, _mainOtherDataTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, _mainPositionTexture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D_MULTISAMPLE, _mainNormalTexture, 0);
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@@ -311,7 +311,7 @@ void FramebufferRenderer::updateResolution() {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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#endif
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#ifdef _OLD_RENDERING_
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainOtherDataTexture);
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glTexImage2DMultisample(
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@@ -321,7 +321,7 @@ void FramebufferRenderer::updateResolution() {
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GLsizei(_resolution.x),
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GLsizei(_resolution.y),
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true);
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#endif
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainPositionTexture);
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glTexImage2DMultisample(
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