Commit: 442664e02ca1be5c46a5b5771599f58b0a55b1e6
Author: Antony Riakiotakis
Date:   Wed Feb 25 22:05:03 2015 +0100
Branches: master
https://developer.blender.org/rB442664e02ca1be5c46a5b5771599f58b0a55b1e6

SSAO: sampling coordinates go out of screen, reject the sample

Previous behaviour would get occlusion at borders which could create
over occlusion at edges of the screen.

===================================================================

M       source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
index 86e10af..5e2512b 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
@@ -56,6 +56,9 @@ float calculate_ssao_factor(float depth)
 
                vec2 uvcoords = uvcoordsvar.xy + dir_jittered * offset;
 
+               if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || 
uvcoords.y < 0.0)
+                       continue;
+
                float depth_new = texture2D(depthbuffer, uvcoords).r;
                if (depth_new != 1.0) {
                        vec3 pos_new = get_view_space_from_depth(uvcoords, 
viewvecs[0].xyz, viewvecs[1].xyz, depth_new);

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