forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl
This commit is contained in:
		| @ -62,12 +62,9 @@ vec4 rayCast(vec3 dir) { | |||||||
| 	for (int i = 0; i < maxSteps; i++) { | 	for (int i = 0; i < maxSteps; i++) { | ||||||
| 		hitCoord += dir; | 		hitCoord += dir; | ||||||
| 		ddepth = getDeltaDepth(hitCoord); | 		ddepth = getDeltaDepth(hitCoord); | ||||||
|         if (ddepth > 0.0) | 		if (ddepth > 0.0) return binarySearch(dir); | ||||||
|             return binarySearch(dir); |  | ||||||
| 	} | 	} | ||||||
|     // No hit — fallback to projecting the ray to UV space | 	return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); | ||||||
|     vec2 fallbackUV = getProjectedCoord(hitCoord); |  | ||||||
|     return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void main() { | void main() { | ||||||
| @ -77,7 +74,7 @@ void main() { | |||||||
|     float ior = gr.x; |     float ior = gr.x; | ||||||
|     float opac = gr.y; |     float opac = gr.y; | ||||||
|     float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; |     float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | ||||||
|     if (d == 0.0 || opac == 1.0 || ior == 1.0) { |     if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) { | ||||||
|         fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb; |         fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb; | ||||||
|         return; |         return; | ||||||
|     } |     } | ||||||
|  | |||||||
		Reference in New Issue
	
	Block a user