diff --git a/leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl b/leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl index 4cbc1d8..d077029 100644 --- a/leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl +++ b/leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl @@ -100,33 +100,33 @@ void main() { int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 15))); if (count > 0) { vec4 basecol = vec4(0.0); - basecol.r = float(imageLoad(voxels, src)) / 255; - basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255; - basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255; - basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255; + basecol.r = float(imageLoad(voxels, src)) / 1024; + basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 1024; + basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 1024; + basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 1024; basecol /= count; vec3 emission = vec3(0.0); - emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255; - emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255; - emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255; + emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 1024; + emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 1024; + emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 1024; emission /= count; // Retrieve encoded normal (stored in 8-bit format) vec3 N = vec3(0.0); - N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255.0; - N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255.0; + N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 1024.0; + N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 1024.0; N /= count; // Decode octahedral normal N = decode_oct(N.rg * 2.0 - 1.0); vec3 envl = vec3(0.0); - envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255; - envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255; - envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255; + envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 1024; + envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 1024; + envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 1024; envl /= count; envl *= envmapStrength; vec3 light = vec3(0.0); - light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 255; - light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 255; - light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 255; + light.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 12))) / 1024; + light.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 13))) / 1024; + light.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 14))) / 1024; light /= count; @@ -146,7 +146,7 @@ void main() { #else int count = int(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))); if (count > 0) { - opac = float(imageLoad(voxels, src)) / 255; + opac = float(imageLoad(voxels, src)) / 1024; opac /= count; } #endif