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0028369: Visualization, Path Tracing - Expose radiance clamping setting in path tracing mode
New parameter was added in the vrenderparams command: vrenderparams -maxrad <value>
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@@ -785,7 +785,7 @@ vec4 PathTrace (in SRay theRay, in vec3 theInverse)
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vec4 aTexColor = textureLod (
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sampler2D (uTextureSamplers[int (aMaterial.Kd.w)]), aTexCoord.st, 0.f);
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aMaterial.Kd.rgb *= (aTexColor.rgb, aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
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aMaterial.Kd.rgb *= (aTexColor.rgb * aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
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if (aTexColor.w != 1.0f)
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{
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@@ -13,9 +13,9 @@ uniform int uBlockedRngEnabled;
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uniform sampler2D uAccumTexture;
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#endif
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//! Maximum radiance that can be added to the pixel. Decreases noise
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//! level, but introduces some bias.
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#define MAX_RADIANCE vec3 (50.f)
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//! Maximum radiance that can be added to the pixel.
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//! Decreases noise level, but introduces some bias.
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uniform float uMaxRadiance = 50.f;
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// =======================================================================
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// function : main
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@@ -64,7 +64,7 @@ void main (void)
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aColor.rgb = ZERO;
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}
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aColor.rgb = min (aColor.rgb, MAX_RADIANCE);
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aColor.rgb = min (aColor.rgb, vec3 (uMaxRadiance));
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#ifdef ADAPTIVE_SAMPLING
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@@ -788,7 +788,7 @@ static const char Shaders_PathtraceBase_fs[] =
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" vec4 aTexColor = textureLod (\n"
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" sampler2D (uTextureSamplers[int (aMaterial.Kd.w)]), aTexCoord.st, 0.f);\n"
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"\n"
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" aMaterial.Kd.rgb *= (aTexColor.rgb, aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)\n"
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" aMaterial.Kd.rgb *= (aTexColor.rgb * aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)\n"
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"\n"
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" if (aTexColor.w != 1.0f)\n"
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" {\n"
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@@ -16,9 +16,9 @@ static const char Shaders_RaytraceRender_fs[] =
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" uniform sampler2D uAccumTexture;\n"
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"#endif\n"
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"\n"
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"//! Maximum radiance that can be added to the pixel. Decreases noise\n"
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"//! level, but introduces some bias.\n"
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"#define MAX_RADIANCE vec3 (50.f)\n"
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"//! Maximum radiance that can be added to the pixel.\n"
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"//! Decreases noise level, but introduces some bias.\n"
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"uniform float uMaxRadiance = 50.f;\n"
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"\n"
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"// =======================================================================\n"
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"// function : main\n"
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@@ -67,7 +67,7 @@ static const char Shaders_RaytraceRender_fs[] =
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" aColor.rgb = ZERO;\n"
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" }\n"
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"\n"
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" aColor.rgb = min (aColor.rgb, MAX_RADIANCE);\n"
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" aColor.rgb = min (aColor.rgb, vec3 (uMaxRadiance));\n"
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"\n"
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"#ifdef ADAPTIVE_SAMPLING\n"
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"\n"
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