From 8f61cdb6c394b7c32a495966c7ad3a088c91c17b Mon Sep 17 00:00:00 2001 From: Sebastian Park Date: Fri, 10 May 2024 00:33:27 -0400 Subject: Fix messed up bind framebuffer. --- resources/shaders/caustics.frag | 2 +- resources/shaders/caustics.vert | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'resources') diff --git a/resources/shaders/caustics.frag b/resources/shaders/caustics.frag index f746896..5d2569d 100644 --- a/resources/shaders/caustics.frag +++ b/resources/shaders/caustics.frag @@ -14,7 +14,7 @@ void main() { float oldArea = length(dFdx(vec3(pos[0], pos[2], pos[1]))) * length(dFdy(vec3(pos[0], pos[2], pos[1]))); float newArea = length(dFdx(vec3(newPos[0], newPos[2], newPos[1]))) * length(dFdy(vec3(newPos[0], newPos[2], newPos[1]))); float areaRatio = oldArea / newArea; - float intensity = pow(areaRatio * .3f, 1.5f); + float intensity = pow(areaRatio * 1.f, 1.5f); fragColor = vec4(0.98, 1, .78, intensity * refractProb); // fragColor = col; } diff --git a/resources/shaders/caustics.vert b/resources/shaders/caustics.vert index 298f5e1..f1e80be 100644 --- a/resources/shaders/caustics.vert +++ b/resources/shaders/caustics.vert @@ -45,7 +45,7 @@ void main() { vec4 sampledNormal = texture(normSamp, vec2((pos + 1) / 2)); sampledNormal = (sampledNormal * 2.f) - 1.f; col = sampledNormal; - vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.01f); + vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.005f); newPos = vec3(newPosAndProb[0], newPosAndProb[1], 0.f); refractProb = newPosAndProb[3]; // newPos = pos; -- cgit v1.2.3-70-g09d2