Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
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902097d6da
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5 changed files with 17 additions and 5 deletions
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@ -136,7 +136,6 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene()
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{
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AmbientOccludeScene();
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mBuffers->BlitSceneToTexture();
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BloomScene();
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TonemapScene();
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@ -187,6 +186,8 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -246,7 +247,6 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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