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:
Arman 2020-05-22 00:12:42 -07:00
parent 9239412027
commit 48a59e6c4a

View file

@ -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;