Revert "Use MC's projection matrix in SSAO instead of creating a new one"
This reverts commit 5735599569.
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@@ -283,7 +283,7 @@ public class LodRenderer
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if (Config.Client.Advanced.Graphics.Ssao.enabled.get())
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{
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profiler.popPush("LOD SSAO");
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SSAORenderer.INSTANCE.render(minecraftGlState, baseProjectionMatrix, partialTicks);
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SSAORenderer.INSTANCE.render(minecraftGlState, partialTicks);
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}
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+8
-3
@@ -179,7 +179,7 @@ public class SSAORenderer
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// render //
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//========//
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public void render(GLState primaryState, Mat4f projection, float partialTicks)
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public void render(GLState primaryState, float partialTicks)
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{
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GLState state = new GLState();
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@@ -204,7 +204,12 @@ public class SSAORenderer
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float near = RenderUtil.getNearClipPlaneDistanceInBlocks(partialTicks);
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float far = (float) ((RenderUtil.getFarClipPlaneDistanceInBlocks() + LodUtil.REGION_WIDTH) * Math.sqrt(2));
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Mat4f invertedPerspective = new Mat4f(projection); // clone to prevent messing with the original matrix
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Mat4f perspective = Mat4f.perspective(
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(float) MC_RENDER.getFov(partialTicks),
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width / (float) height,
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near, far);
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Mat4f invertedPerspective = new Mat4f(perspective);
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invertedPerspective.invert();
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int sampleCount = Config.Client.Advanced.Graphics.Ssao.sampleCount.get();
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@@ -215,7 +220,7 @@ public class SSAORenderer
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float bias = Config.Client.Advanced.Graphics.Ssao.bias.get().floatValue();
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this.ssaoShader.bind();
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this.ssaoShader.setUniform(this.ssaoShaderUniforms.gProjUniform, projection);
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this.ssaoShader.setUniform(this.ssaoShaderUniforms.gProjUniform, perspective);
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this.ssaoShader.setUniform(this.ssaoShaderUniforms.gInvProjUniform, invertedPerspective);
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this.ssaoShader.setUniform(this.ssaoShaderUniforms.gSampleCountUniform, sampleCount);
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this.ssaoShader.setUniform(this.ssaoShaderUniforms.gRadiusUniform, radius);
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