You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-13 13:31:48 +00:00
Continue tracing screen space reflection after encountering sky
Instead of breaking the whole trace when encountering the sky/camera far clip, continue tracing and check if "hits" are sky/far clip or not. Prevents some objects not being reflected due to gaps.
This commit is contained in:
@@ -157,18 +157,14 @@ void main() {
|
||||
|
||||
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
|
||||
|
||||
if (-depth >= params.camera_z_far) { //went beyond camera
|
||||
break;
|
||||
}
|
||||
|
||||
z_from = z_to;
|
||||
z_to = z / w;
|
||||
|
||||
if (depth > z_to) {
|
||||
// if depth was surpassed
|
||||
if (depth <= max(z_to, z_from) + params.depth_tolerance) {
|
||||
// check the depth tolerance
|
||||
//check that normal is valid
|
||||
if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
|
||||
// check the depth tolerance and far clip
|
||||
// check that normal is valid
|
||||
found = true;
|
||||
}
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user