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authorPatrick2021-03-26 20:13:19 +0100
committerPatrick2021-03-26 20:13:19 +0100
commit54a47a42ce3f6f05eafd62305552ee48dc08913f (patch)
tree6dba95d1071357d3e36a9be892ce44d83f722e3f /shaders/frag_irradiance.glsl
parent0a5e8172a6ee0e79c81eec21a9966bea9385b249 (diff)
downloadsubsurface_scattering-54a47a42ce3f6f05eafd62305552ee48dc08913f.tar.gz
subsurface_scattering-54a47a42ce3f6f05eafd62305552ee48dc08913f.zip
remove debugging renderstate
Diffstat (limited to 'shaders/frag_irradiance.glsl')
-rw-r--r--shaders/frag_irradiance.glsl14
1 files changed, 6 insertions, 8 deletions
diff --git a/shaders/frag_irradiance.glsl b/shaders/frag_irradiance.glsl
index b985acf..2a7edec 100644
--- a/shaders/frag_irradiance.glsl
+++ b/shaders/frag_irradiance.glsl
@@ -40,14 +40,12 @@ void main()
// thickness
float distanceToBackside = length(FragPos - Backside);
- if (renderState == 2) {
- if (distanceToBackside != 0) {
- // add translucency by amplifying color inverse to the thickness
- // (1 - diff) is part of the irradiance term,
- // if the light hits the object straight at 90°
- // most light is received
- result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);
- }
+ if (distanceToBackside != 0) {
+ // add translucency by amplifying color inverse to the thickness
+ // (1 - diff) is part of the irradiance term,
+ // if the light hits the object straight at 90°
+ // most light is received
+ result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);
}
FragColor = vec4(result, 1.0f);