Merge branch 'master' into Shadows

# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
FakeShemp
2016-03-03 03:00:05 +01:00
58 changed files with 1920 additions and 733 deletions
+2 -1
View File
@@ -15,6 +15,7 @@ uniform float FillPercentage;
uniform float FarDistance[MAX_SPLITS];
uniform float GlowIntensity = 10;
uniform vec3 CameraPosition;
uniform int SSAOQuality;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -296,7 +297,7 @@ int getShadowIndex(float far_distance[4])
void main()
{
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);