From fbc21ba5233ce8a8e2e9bd1876ebedca7d969a15 Mon Sep 17 00:00:00 2001 From: zomseffen <steffen@tom.bi> Date: Thu, 30 Jan 2025 11:33:55 +0100 Subject: [PATCH] fixed the weird edges on transparent objects --- shaders/compiled/frag_rt_quad.spv | Bin 34356 -> 34756 bytes shaders/rt_quad.frag | 2 +- 2 files changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv index 8a2654c17ddedafad7387f0c269c55a7530b553d..e1575e854c99b1fb935dd51fda5fda786faed2e1 100644 GIT binary patch delta 2982 zcmZ9NOKenC9LCSg^cJK{v8|=lp=C;2fmYF0rL8>MGSsA0+87^+i)Mscs>LY-jY?u} z3BhNPmg^fVzBb0NAa&u!of}uKTpAX-@QI+JfMWc9)BD%UOmcF+@B6>cIrq*d)A7%b z$CHV8<09u`uFNIfhqKAPiUH5LU0M%mJ*+i%cH~$^V~P8*#JP!VKD*C3=eZL1a}hru z)K%6cN}US^Dr@4N7t|-0$Cd=oR@T%mQ<}YFqkD&+9)2{J-!qagq$qVOf-|x<nDx;0 z)|TLFS=Y-to_lKeng5L{U+UU}WL3@9epz>qXZKBv>=~ZO9Vl2B;IVvm^ugTt<i3&n z4`%ZR3pzvP@?)cexdUSd$8t}qiTVDjRJ^yuy)097wpWVyY!QF;I_|l-V5~a3CgCVu zuDpHPA8@^JEaa4j$LB9rABn~0<|k`bm9E<<6%Xy3+o&iwk!Wf0`$D`j_^hrYwlla? zce?r=X$jfe!Wj5m@KJqhtbhKi`i|HDiFBxiv3SC1i?NJ1i8GdQo{YtFv;1jjNPHlu zO{e0!ykJARCDtEg(^av7U^3kyd?vkHxT4{l@WqBc;jY!^{I?Z!*~Q(9dUk8$NjNRM zU+YV?ZOM;`qi@kH>^~fT8a*zI|6tfmQqLK2bo?0vjz5E(5XS!r=lnu}l@bF97zmiv z6K)N?CQLv}q@mZv(eY;|;9YL9Bi9?kJ$lk8#mR>c!(e|?_yMiM?h&sbyd{E2APF&| zUD3|Gq$fMXPFaGJ!V3u&;!laAeX9m7{#1}{Z1qovo<o{FrPA+;qwzECy-?#8nf89D z#ib4ERJc7KNFyHqf?Y<c&52{XrhC|_wZVDX2&a#Pn=flRHq^$)z-|r)z{kLNyZHGC z$9`e{i^(I4{qH1i6Sb+o7ym}<u=2BwKM3Q4ZujIT;VrV!7iAZCqEHfl{Fvnz;e5e2 zQ78|$Iv0hfN_00!azO;a&h}T~P9-2YbI?0J1oun-P561OoH!f)yD-|I-VvI<B#dV3 zg>aZZq>&r@LL+OO`%~n&mQ8$F7!7Bd!*)5?@28rt2%XfLQaakWDvb7Vct+T+250?N z?=PX5VAfB0GeUm{v8hz@nh?4E(LK8stefifmFB-A;;6hLz9hn%WnWgrR}^tR+jivm zw-oX9*K^;shXQ-S*Ci&N(USq;adEUB-P&#`<I)o1kL#%yyI{B266x63G6sX2tyDN8 zf6Kc_ywvlZJ0#H(FP3PDaj@VUgt3vB9fF&!OgIxsyi^=*Dv~!TZh5g=Y`HIjk;H6u zdBk|5FjJUwg>WWPs8Ss5xk#ZZaVvz~Vs8@0X46*-li$ZM;TEp&a$yWdRFx}TBaHTG zc(*uvG)r15%x)OJSvV7EFeQ#Q9cgf-xHTyI!grZ-u9E?ybyzP<0d#9{l`y(Bm=;E} z2DyxA*3fEUcGY;Ja3<1V6X%b3BGO^AxOLbhY{9n(W3vX=2vY#v8eA)kZVj#zMzaQa zJJ2j=E9cJ{TY_7KTeU2~ZNg}lfY%Al65KA#5m@{k!e|!XCX8nBynbjF@82oH7FmM3 zgwZU)-NI;=fY%j`zszR!zCn10p1htU<=%8iLpR<jOyf)SWx(Dg%zw~Y?mf;pnDaft zTr_juD2#J+7>M19ZweZYR{5KyY|^p}TZEa@GHewN%Q<|po9{MZZjJeN3tKhfuv@hr zVMd+OviM%lwKxnWY!_yaEMZ32iuVR*k5+Bx4w$tsv^Faxo;$Sc59D59hNmU`_-3Q= G&-*VJ<U-;A delta 2595 zcmZ9N+fQ6o6vp>lLFv>EBT%G;;WDKyqNUnGt)<dB#ny0pFlu5#uq7=D4y9^q6EhGJ z>IIzAqYs9MJ{#jhgBttpzhN4q58|C_wN|12zQb8MFv-sO*7vR3UVEQ2Ulzij&W00_ zaAS#cAy?)S?t}S6cXBD}Twlz&XIam&3fG3`lBu{8pPLvt-Jd%*^6E(L73Zxat4{m^ zJ3cfqH0GR(xv2YfgMD+I9d}_ezMdO>ZESdOJa=yJ0%63(T}jNVO;lEIS}$KTIqAJw zURC`7>Y0(#X9nLGd@(n1YIq_DZuCAueGqjtcYg4~|DvCIkM~u1RqLaHdU2f^b3O1U zM~BA7hfk>^Kcdg8PgN}TrnZJ7F<0<Dsu*gH`une?V3^hIBL0jv`#9=jX`#io%IQ$3 zu=rV3U3}Mf>^%g#jdhUO$kr6arLlV{Egbh&wzr3Ry?wP;E8c^Pz_kT2vJ2i)ZA++U zv7)X$lsH6S9B}}l&-*Z46JCmXpQm?+dc3dGsZgJHE8Pxmtv?B#ufG94+t3ZZ-f-ji zy9C{42XFKIi|0FmEnbP$=`8pe))b?VJqH%|Ep2tuo3uG^xv3?886;}}&l)`E!Q%8Y z?n=OEpT>Csr%Cp^5`VAn!zo_=(yt<_S^+F=g-La=_EW2rxH9J!7cz4LZ9g$kF0en~ zCZ4*GX79z;g*03G&Bf=>PnYJuht^rxu73c3!?Iof2$qj{8~M-RPEx2Zm0hzVeo6Vu zPv^D_p74DmetFqe=Qr?V)aCsodO1WKU`rbH@8AxeO0IpVcljvzY4}^<OROBW2L1<F zTt7EL@qdEF*?KED!rO4lEq$$#X3ig@z_K0R0gIEfKY5;aywFrl>~GM5cNVk&`p4^< zYRRmCF0&>nq1INx;yw<}P1>qAKUI^s3sRj`?%Q4O`qa_9z5#Y5dX{Xk^${>VgPz=A z>oZWSH*T=?At=`Othe({-vT*k7J8R>%UzbIHX}QVE$#@nwhLwyE{6RQ&zA$;V&m}A zG%{^WwrQo{EdG}F9_-Rs-Z_2OEb+aNmRJrJTn3h=#F~(7(-PopQR2<m;wFpo-iK{@ zrCaQlJcdLi)~L4>iREDJ!kkm!Y*C^6vBk|46{^6tLeed^5-iPjUj<hFyo7PLc7?Zs zB}_AVUFmADxG#cxq_Y=iNo&BGhS}S|*`fxwV~d+DYOogD8br_k7hH!R(K<|nRY1Ho zSPvF&4K{$qS%bQa;;f-2u%>Eu2AnNwaEH!c<dvcho3X9K9bgOI36^FJ?gFcTcx!Ms zSiCjZ0v2Zt>g^C`Ia_u9VU{I$2;9oD1P_D7SpvOI;w(WMSVv&-d%@x?{t>V^i`VNX z&f@d?Ff<}dupcbW610QGSpvPT;<~sa8K%|&KE_k8r;_U49DoyV_G4f*zKIuI`a!V% zgLdlP%UKTQ{5V(_&72Q`<(vrurCae%@7hc%bl6*-N#(UOi|GntDBuo*pI}-3BVgSV z^F0c-{ECxq`JV)9bCWEK&%%i}`xuy^c+;1XFQ}e$ai%{7*0Ec?<6x`T4VG^I87IKn OuX>W7KGWj#XZtV0vnEvl diff --git a/shaders/rt_quad.frag b/shaders/rt_quad.frag index 93b04be..e9baaa8 100644 --- a/shaders/rt_quad.frag +++ b/shaders/rt_quad.frag @@ -364,7 +364,7 @@ vec3 diffuse_tracing(uint volume_start, uvec2 raster_pos, vec3 pos, uint f) { vec3 offset = vec3(x_offset, y_offset, z_offset); - color_sum += get_lighting_color(volume_start, origPosition + offset, orig_color_sample, normal) / float(raster_points); + color_sum += get_lighting_color(volume_start, pos + offset, orig_color_sample, normal) / float(raster_points); } }