Fix: SSAO计算时使用了错误的法向量
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7bee8eb5dc
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16fbdd5afd
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@ -28,7 +28,7 @@ void main()
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// get input for SSAO algorithm
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vec3 worldPos = texelFetch(gPosition, pixelLocation, 0).xyz;
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vec3 fragPos = (view * vec4(worldPos, 1.0)).xyz;
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vec3 normal = normalize((texelFetch(gNormal, pixelLocation, 0).xyz - vec3(0.5)) * 2);
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vec3 normal = normalize(mat3(view) * ((texelFetch(gNormal, pixelLocation, 0).xyz - vec3(0.5)) * 2));
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vec3 randomVec = normalize(texture(texNoise, vec2(pixelLocation) * noiseScale).xyz);
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// create TBN change-of-basis matrix: from tangent-space to view-space
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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