Better bias

This commit is contained in:
Joshua Barretto 2022-03-16 12:22:30 +00:00 committed by IsseW
parent bfb4769315
commit 295b89d446
2 changed files with 3 additions and 3 deletions

View File

@ -112,7 +112,7 @@ void main() {
vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
float rain_dist = 150.0;
float rain_dist = 250.0;
for (int i = 0; i < 7; i ++) {
float old_rain_dist = rain_dist;
rain_dist *= 0.3;

View File

@ -16,7 +16,7 @@ uniform u_rain_occlusion {
float rain_occlusion_at(in vec3 fragPos)
{
float bias = 0.5;
float bias = -0.2;
float diskRadius = 0.01;
const vec3 sampleOffsetDirections[20] = vec3[]
(
@ -27,7 +27,7 @@ float rain_occlusion_at(in vec3 fragPos)
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
vec4 rain_pos = occlusion_texture_mat * vec4(fragPos - vec3(0, 0, bias), 1.0);
vec4 rain_pos = occlusion_texture_mat * vec4(fragPos, 1.0) - vec4(0, 0, bias, 0);
float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);