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thanks for sharing the code, it helped me a lot!
however i have a question in frag shader "IndirectLighting-frag.glsl"
//………… line 74
// fetch rotation angle
// map rsmTexCoord to noiseTexCoord : [0,0.5] -> [0,4] (repeatable texture)
float rotationAngle = texture(kernelRotations, rsmTexCoord.xy * noiseResolution).r;
rotationAngle *= 2.0 * M_PI;
//………… line 87
// rotate the offset vector
float sin_theta = sin(rotationAngle);
float cos_theta = cos(rotationAngle);
sampleOffset = mat2(cos_theta, sin_theta, -sin_theta, cos_theta) * sampleOffset;the rotationAngle seems to be fixed for every sample step, that means zhe rotaion for each fragment out is fixed!
That doesn't seem right to me. (Of course, I'm a beginner in this algorithm, so if I'm wrong, please help me out!)
Sorry to bother you and thanks again for sharing!
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