Mark portals in scene alpha channel for the SSAO pass

This commit is contained in:
Magnus Norddahl 2016-09-04 08:15:29 +02:00
commit e025f6e54b
6 changed files with 18 additions and 7 deletions

View file

@ -170,8 +170,13 @@ void FGLRenderer::AmbientOccludeScene()
mBuffers->BindSceneDepthTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->BindSceneColorTexture(1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mLinearDepthShader->Bind(multisample);
mLinearDepthShader->DepthTexture[multisample].Set(0);
mLinearDepthShader->ColorTexture[multisample].Set(1);
if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));