forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl
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		| @ -74,8 +74,9 @@ void main() { | ||||
| 	#endif | ||||
| 	#endif | ||||
|  | ||||
| 	mat3 TBN = mat3(1.0); | ||||
| 	int nor_count = 0; | ||||
| 	vec3 avgNormal = vec3(0.0); | ||||
| 	mat3 TBN = mat3(0.0); | ||||
|  | ||||
| 	for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++) | ||||
| 	{ | ||||
| @ -116,10 +117,18 @@ void main() { | ||||
| 				N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255; | ||||
| 				N /= count; | ||||
| 				N = decode_oct(N.rg * 2.0 - 1.0); | ||||
| 				avgNormal += N; | ||||
|  | ||||
| 				if (abs(N.x) > 0) | ||||
| 					avgNormal.x += N.x; | ||||
| 				if (abs(N.y) > 0) | ||||
| 					avgNormal.y += N.y; | ||||
| 				if (abs(N.z) > 0) | ||||
| 					avgNormal.z += N.z; | ||||
| 				if (i == 5) | ||||
| 					TBN = makeTangentBasis(normalize(avgNormal)); | ||||
| 				{ | ||||
| 					avgNormal = normalize(avgNormal); | ||||
| 					TBN = makeTangentBasis(avgNormal); | ||||
| 				} | ||||
|  | ||||
| 				vec3 envl = vec3(0.0); | ||||
| 				envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255; | ||||
| @ -245,4 +254,4 @@ void main() { | ||||
| 	imageStore(SDF, dst_sdf, vec4(sdf)); | ||||
| 	#endif | ||||
| 	#endif | ||||
| } | ||||
| } | ||||
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