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 | 203 | static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{ |
| 204 | 204 | "vec4 getFragmentColor() {" |
| 205 | − " return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);" | |
| 205 | + " return vec4(vec3(texture(obscuranceMap, uv).xyz), 1.0);" | |
| 206 | 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 | 210 | static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{ |
| 211 | 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 | 379 | auto& deferredFramebuffer = inputs.get0(); |
| 380 | 380 | auto& linearDepthTarget = inputs.get1(); |
| 381 | 381 | auto& surfaceGeometryFramebuffer = inputs.get2(); |
| 382 | + auto& ambientOcclusionFramebuffer = inputs.get3(); | |
| 382 | 383 | |
| 383 | 384 | gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { |
| 384 | 385 | batch.enableStereo(false); |
| @@ -414,13 +415,9 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren · 29 unmodified lines | ||
| 414 | 415 | |
| 415 | 416 | batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture()); |
| 416 | 417 | batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture()); |
| 417 | − if (DependencyManager::get<DeferredLightingEffect>()->isAmbientOcclusionEnabled()) { | |
| 418 | − batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture()); | |
| 419 | − } else { | |
| 420 | − // need to assign the white texture if ao is off | |
| 421 | − batch.setResourceTexture(AmbientOcclusion, textureCache->getWhiteTexture()); | |
| 422 | − } | |
| 423 | − batch.setResourceTexture(AmbientOcclusionBlurred, framebufferCache->getOcclusionBlurredTexture()); | |
| 418 | + | |
| 419 | + batch.setResourceTexture(AmbientOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture()); | |
| 420 | + batch.setResourceTexture(AmbientOcclusionBlurred, ambientOcclusionFramebuffer->getOcclusionBlurredTexture()); | |
| 424 | 421 | |
| 425 | 422 | const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); |
| 426 | 423 | const glm::vec2 bottomLeft(_size.x, _size.y); |