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Small fix to the urban shader

This commit is contained in:
Frederic Bouvier 2010-10-27 09:17:10 +02:00
parent 758f691a1c
commit 77174294ce

View file

@ -45,9 +45,9 @@ void QDM(inout vec3 p, inout vec3 v)
float level = MAX_LEVEL; float level = MAX_LEVEL;
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5; vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
GlobalIterationCount = 0; GlobalIterationCount = 0;
float d = 0; float d = 0.0;
while (level >= 0 && GlobalIterationCount < gIterationCap) while (level >= 0.0 && GlobalIterationCount < gIterationCap)
{ {
vec4 uv = vec4(p2.xyz, level); vec4 uv = vec4(p2.xyz, level);
d = texture2DLod(QDMTex, uv.xy, uv.w).w; d = texture2DLod(QDMTex, uv.xy, uv.w).w;
@ -98,8 +98,8 @@ void QDM(inout vec3 p, inout vec3 v)
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
vec4 p2a = vec4(p + v * dA, 0); vec4 p2a = vec4(p + v * dA, 0.0);
vec4 p2b = vec4(p + v * dB, 0); vec4 p2b = vec4(p + v * dB, 0.0);
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w; dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w; dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;