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authorPatrick2021-03-26 20:12:25 +0100
committerPatrick2021-03-26 20:12:25 +0100
commit0a5e8172a6ee0e79c81eec21a9966bea9385b249 (patch)
tree64b7f94af72ed0d57f3ea769bc14fa01702e20e5 /src/main.cpp
parentc99ecda7bed596922125f6b1ef1ef2ae8f27703e (diff)
downloadsubsurface_scattering-0a5e8172a6ee0e79c81eec21a9966bea9385b249.tar.gz
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comments TS SSS
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp15
1 files changed, 3 insertions, 12 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 8b48e70..168d01d 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -20,18 +20,9 @@
#include <assimp/postprocess.h>
#include <assimp/scene.h>
-/*
-
-TODO:
-- Save Depth to fbo
-- Stencil Buffer
-- LightDist > 1
- - 1 - distanceToBackside in frag_irradiance
-- ShadowMap Perspective (no projection?)
-- (Implement Gaussian Blur)
-- LightDir nicht immer zu 0 0 0
-
-*/
+
+// sample positions and weights for a Gaussian kernel from
+// Hable, John ; Borshukov, George ; Hejl, Jim: Fast Skin Shading. In: ShaderX7, ShaderX : Charles River Media, 2009, S. 161–173
float samplePositions[] = {
0.000000f, 0.000000f,