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authorSmileTheory <SmileTheory@gmail.com>2016-03-10 03:44:21 -0800
committerTim Angus <tim@ngus.net>2016-04-07 11:54:14 +0100
commit46cb9a5112fecbdf152bccf692d89bfca564e987 (patch)
tree45ef8756f9fd27d1256500758ad01946ccbf90b6 /src/renderergl2/glsl/ssao_fp.glsl
parent026f8e89306cc9783c40d75f300c77ab8688cf9b (diff)
OpenGL2: Fixes to depth blur and ssao.
Diffstat (limited to 'src/renderergl2/glsl/ssao_fp.glsl')
-rw-r--r--src/renderergl2/glsl/ssao_fp.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/renderergl2/glsl/ssao_fp.glsl b/src/renderergl2/glsl/ssao_fp.glsl
index 84f18cb7..1714c2be 100644
--- a/src/renderergl2/glsl/ssao_fp.glsl
+++ b/src/renderergl2/glsl/ssao_fp.glsl
@@ -40,7 +40,8 @@ mat2 randomRotation( const vec2 p )
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
+ // depth is upside down?
+ float sampleZDivW = texture2D(depthMap, vec2(tex.x, 1.0 - tex.y)).r;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
@@ -80,7 +81,7 @@ float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZN
void main()
{
- float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.zw);
+ float result = ambientOcclusion(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x, u_ViewInfo.y, u_ViewInfo.wz);
gl_FragColor = vec4(vec3(result), 1.0);
}