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Introducing a fix to the graphics bug

Sam Cake committed 9 years ago

Commit b1a4bc31 parent da1355d4 files · +20 −24Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 4 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+17−19
@@ -85,31 +85,15 @@ static const std::string DEFAULT_NORMAL_SHADER { · 84 unmodified lines
85 " return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);"85 " return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);"
86 " }"86 " }"
87};87};
88/*88
89static const std::string DEFAULT_OCCLUSION_SHADER{
90 "vec4 getFragmentColor() {"
91 // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
92 // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"
93 // " return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);"
94 " return vec4(vec3(texture(specularMap, uv).w), 1.0);"
95 " }"
96};
97*/
98static const std::string DEFAULT_OCCLUSION_SHADER{89static const std::string DEFAULT_OCCLUSION_SHADER{
99 "vec4 getFragmentColor() {"90 "vec4 getFragmentColor() {"
100 // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"91 // " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
101 // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"92 // " return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"
102 " vec4 midNormalCurvature;"93 " return vec4(vec3(pow(texture(specularMap, uv).a, 1.0 / 2.2)), 1.0);"
103 " vec4 lowNormalCurvature;"
104 " unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);"
105 " float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;"
106 " float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;"
107 " ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);"
108 " return vec4(vec3(ambientOcclusion), 1.0);"
109 " }"94 " }"
110};95};
111 96
112
113static const std::string DEFAULT_EMISSIVE_SHADER{97static const std::string DEFAULT_EMISSIVE_SHADER{
114 "vec4 getFragmentColor() {"98 "vec4 getFragmentColor() {"
115 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"99 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
@@ -211,6 +195,18 @@ static const std::string DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER{ · 95 unmodified lines
211 " }"195 " }"
212};196};
213 197
198static const std::string DEFAULT_CURVATURE_OCCLUSION_SHADER{
199 "vec4 getFragmentColor() {"
200 " vec4 midNormalCurvature;"
201 " vec4 lowNormalCurvature;"
202 " unpackMidLowNormalCurvature(uv, midNormalCurvature, lowNormalCurvature);"
203 " float ambientOcclusion = curvatureAO(lowNormalCurvature.a * 20.0f) * 0.5f;"
204 " float ambientOcclusionHF = curvatureAO(midNormalCurvature.a * 8.0f) * 0.5f;"
205 " ambientOcclusion = min(ambientOcclusion, ambientOcclusionHF);"
206 " return vec4(vec3(ambientOcclusion), 1.0);"
207 " }"
208};
209
214static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{210static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
215 "vec4 getFragmentColor() {"211 "vec4 getFragmentColor() {"
216 " return vec4(pow(vec3(texture(scatteringMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);"212 " return vec4(pow(vec3(texture(scatteringMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
@@ -220,7 +216,7 @@ static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{ · 3 unmodified lines
220 216
221static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{217static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
222 "vec4 getFragmentColor() {"218 "vec4 getFragmentColor() {"
223 " return vec4(vec3(texture(obscuranceMap, uv).xyz), 1.0);"219 " return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);"
224 // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);"220 // When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);"
225 // when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"221 // when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
226 " }"222 " }"
@@ -305,6 +301,8 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust · 78 unmodified lines
305 return DEFAULT_DIFFUSED_CURVATURE_SHADER;301 return DEFAULT_DIFFUSED_CURVATURE_SHADER;
306 case DiffusedNormalCurvatureMode:302 case DiffusedNormalCurvatureMode:
307 return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER;303 return DEFAULT_DIFFUSED_NORMAL_CURVATURE_SHADER;
304 case CurvatureOcclusionMode:
305 return DEFAULT_CURVATURE_OCCLUSION_SHADER;
308 case ScatteringDebugMode:306 case ScatteringDebugMode:
309 return DEFAULT_DEBUG_SCATTERING_SHADER;307 return DEFAULT_DEBUG_SCATTERING_SHADER;
310 case AmbientOcclusionMode:308 case AmbientOcclusionMode: