diff --git a/qglview/shaders/ssr.frag b/qglview/shaders/ssr.frag index 2668963..eea8312 100644 --- a/qglview/shaders/ssr.frag +++ b/qglview/shaders/ssr.frag @@ -20,12 +20,11 @@ void main(void) { z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth pos.w = 1; pos.xyz = view_dir * z; - //pos.z = -pos.z; + pos.z = -pos.z; vec4 spos = pos; vec4 tpos; vec3 dc = v0.rgb, n = v1.xyz; - //vec3 vd = -normalize(vec3(-view_dir.xy, view_dir.z)); vec3 vd = normalize(view_dir); vec3 rn = reflect(vd, n); //rn.z += 1.; @@ -65,4 +64,5 @@ void main(void) { qgl_FragData[0] = vec4(rvs.rgb, coeff / 1.1 + clamp(round(blur * 10), 0, 1000)); //qgl_FragData[0] = vec4(rvs.rgb, cz/5); + //qgl_FragData[0].rgb = vec3(tpos/10); } diff --git a/qglview/shaders/ssr.vert b/qglview/shaders/ssr.vert index 0e2d5fe..e6480fd 100644 --- a/qglview/shaders/ssr.vert +++ b/qglview/shaders/ssr.vert @@ -4,7 +4,7 @@ in vec3 view_corner; out vec3 view_dir; void main(void) { - view_dir = view_corner / view_corner.z; + view_dir = vec3(view_corner.xyz); qgl_FragTexture = qgl_Texture; gl_Position = qgl_ftransform(); }