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Red overlay 1080













Vec3 I = normalize(_frag_pos - camera_pos) // Calculate eye to fragment direction Result += kernel * texture(albedo, vec2(_texcoord).st + (vec2(i, j) * delta)) Vec2 delta = 1.0 / textureSize(albedo, 0) Return NewNormal // Return the newly calculated normalĬonst float kernel = float ( 0,1,2,1,0,

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NewNormal = normalize(NewNormal) // Normalise the new normal NewNormal = TBN * vec3(BumpMapNormal.r, -BumpMapNormal.g, BumpMapNormal.b) // Flip green component for OpenGL Vec3 NewNormal // Create a new normal variable Mat3 TBN = mat3(Tangent, Bitangent, Normal) // Create tangent, bitangent and normal matrix Vec3 BumpMapNormal = texture(normal, vec2(_texcoord).st).rgb // Assign rgb values from normal mapīumpMapNormal = 2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0) // normalise the normal map between -1 to 1 Vec3 Bitangent = cross(Tangent, Normal) // Calculate bitangent Vec3 Tangent = normalize(_tangent) // Optimise tangent Vec3 Normal = normalize(_normal) // Optimise normal Uniform samplerCube cubemap // Local cubemap reflection sampler Uniform sampler2D metalness // Metalness map Uniform sampler2D specular // Specular map Uniform sampler2D albedo // Albedo and specular map Layout(location = 4) out vec3 gMetalness // Cubemap texel colour Layout(location = 3) out vec3 gSpecular // Cubemap texel colour Layout(location = 2) out vec4 gAlbedo // Albedo texel colour Layout(location = 1) out vec3 gNormal // Normal texel colour Layout(location = 0) out vec3 gPosition // Position texel colour _tangent = (mod * vec4(tangent, 0.0)).xyz

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Vec4 view_space = view * mod * vec4(position, 1.0) GlBindFramebuffer(GL_FRAMEBUFFER, ssaoBlurFBO) GlBindTexture(GL_TEXTURE_2D, noiseTexture) GlBindTexture(GL_TEXTURE_2D, GBuffer::GetNormals()) GlBindTexture(GL_TEXTURE_2D, GBuffer::GetPositions()) Std::cout randomFloats(0.0, 1.0) // generates random floats between 0.0 and 1.0įor (unsigned int i = 0 i GetProjectionMatrix())) If (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) GlFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ssaoColorBuffer, 0) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

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GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) GlBindTexture(GL_TEXTURE_2D, ssaoColorBuffer) static inline void Initialise(unsigned int ssao_program, unsigned int ssaoblur_program) GlBindFramebuffer(GL_FRAMEBUFFER, 0) // Unbind the gbuffer GeometryPass::Render() // Render geometry

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Shaders->UseProgram() // Bind geometry shader GBuffer::Bind() // Bind the world gbuffer frame buffer RenderQuad() // Render the screen rectangle GBuffer::Render() // bind the gbuffer textures (includes SSAO) LightPass::Render(Content::_map->GetCamera(), Content::_map->GetCamera()->GetPosition()) Shaders->UseProgram() // Bind light pass shader GlClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) However, when I do glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) the red colour goes but the ssao goes as well. The ssao works but there is a weird red colour overlay due to the ssao only using the red channel of course this is shown in the image below.













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