Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 12 files). Show all
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| @@ -202,14 +202,14 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ · 201 unmodified lines | |||
| 202 | 202 | ||
| 203 | static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ | 203 | static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ |
| 204 | "vec4 getFragmentColor() {" | 204 | "vec4 getFragmentColor() {" |
| 205 | " return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);" | 205 | " return vec4(vec3(texture(obscuranceMap, uv).xyz), 1.0);" |
| 206 | // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);" | 206 | // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);" |
| 207 | // when drawing normal " return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);" | 207 | // when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);" |
| 208 | " }" | 208 | " }" |
| 209 | }; | 209 | }; |
| 210 | static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{ | 210 | static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{ |
| 211 | "vec4 getFragmentColor() {" | 211 | "vec4 getFragmentColor() {" |
| 212 | " return vec4(vec3(texture(occlusionBlurredMap, uv).x), 1.0);" | 212 | " return vec4(vec3(texture(occlusionBlurredMap, uv).xyz), 1.0);" |
| 213 | " }" | 213 | " }" |
| 214 | }; | 214 | }; |
| 215 | 215 | ||
| @@ -379,6 +379,7 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren · 163 unmodified lines | |||
| 379 | auto& deferredFramebuffer = inputs.get0(); | 379 | auto& deferredFramebuffer = inputs.get0(); |
| 380 | auto& linearDepthTarget = inputs.get1(); | 380 | auto& linearDepthTarget = inputs.get1(); |
| 381 | auto& surfaceGeometryFramebuffer = inputs.get2(); | 381 | auto& surfaceGeometryFramebuffer = inputs.get2(); |
| 382 | auto& ambientOcclusionFramebuffer = inputs.get3(); | ||
| 382 | 383 | ||
| 383 | gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { | 384 | gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { |
| 384 | batch.enableStereo(false); | 385 | batch.enableStereo(false); |
| @@ -414,13 +415,9 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren · 29 unmodified lines | |||
| 414 | 415 | ||
| 415 | batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture()); | 416 | batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture()); |
| 416 | batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture()); | 417 | batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture()); |
| 417 | if (DependencyManager::get<DeferredLightingEffect>()->isAmbientOcclusionEnabled()) { | 418 | |
| 418 | batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture()); | 419 | batch.setResourceTexture(AmbientOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture()); |
| 419 | } else { | 420 | batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture()); |
| 420 | // need to assign the white texture if ao is off | ||
| 421 | batch.setResourceTexture(AmbientOcclusion, textureCache->getWhiteTexture()); | ||
| 422 | } | ||
| 423 | batch.setResourceTexture(AmbientOcclusionBlurred, framebufferCache->getOcclusionBlurredTexture()); | ||
| 424 | 421 | ||
| 425 | const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); | 422 | const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); |
| 426 | const glm::vec2 bottomLeft(_size.x, _size.y); | 423 | const glm::vec2 bottomLeft(_size.x, _size.y); |