mirror of
https://github.com/lucaspalomodevelop/meshlab.git
synced 2026-03-20 03:16:10 +00:00
changed the definition of the geometry texture(normal + depth) using a GL_RGBA16 texture.
tuned some parameters in ssao.frag and added a control on blur.frag to remove white fragments
This commit is contained in:
parent
4fb905ca58
commit
0ecb9530b0
@ -17,6 +17,10 @@ void main() {
|
||||
if(scale.y == 0.0)
|
||||
gl_FragColor = color;//vec4(color.xyz, 0.5);
|
||||
else
|
||||
gl_FragColor = vec4(color.xyz, 0.5);
|
||||
if (color.x > 0.8)//{
|
||||
discard;
|
||||
else
|
||||
gl_FragColor = gl_FragColor = vec4(vec3(0.0), (0.8 - color.x));
|
||||
//gl_FragColor = vec4(color.xyz, 0.0);//(0.5 - color.x));
|
||||
|
||||
}
|
||||
@ -3,7 +3,7 @@ uniform sampler2D normalMap;
|
||||
|
||||
varying vec4 texCoord;
|
||||
|
||||
const float totStrength = 5.38;
|
||||
const float totStrength = 5.0;
|
||||
const float strength = 0.7;
|
||||
const float offset = 18.0;
|
||||
const float falloff = 0.000002;
|
||||
|
||||
@ -84,7 +84,7 @@ void SSAO::runShader(MeshModel& m, GLArea* gla){
|
||||
RenderMode rm = gla->getCurrentRenderMode();
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m.Render(rm.drawMode, vcg::GLW::CMNone, vcg::GLW::TMNone);
|
||||
m.Render(vcg::GLW::DMSmooth, vcg::GLW::CMNone, vcg::GLW::TMNone);
|
||||
//this->printColorMap(this->_normalMap, "_normalMap.png");
|
||||
//this->unbind();
|
||||
glUseProgram(0);
|
||||
@ -117,7 +117,7 @@ void SSAO::runShader(MeshModel& m, GLArea* gla){
|
||||
m.Render(rm.drawMode, rm.colorMode, vcg::GLW::TMNone);
|
||||
|
||||
|
||||
//this->printColorMap(this->_ssao, "_ssao.png");
|
||||
this->printColorMap(this->_ssao, "_ssao.png");
|
||||
//this->unbind();
|
||||
/*glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
@ -247,7 +247,7 @@ bool SSAO::setup()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F_ARB, this->_texSize, this->_texSize, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_texSize, this->_texSize, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, this->_texSize, this->_texSize, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
//attacco al FBO la texture di colore
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, this->_normalMap, 0);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user