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Code for tutorials posted on my blog.
I found this fragment by analyzing your and unity 5 shaders, after implementation in my engine:
Dot clamping ndotl and ndoth is incorrect, correct just dot.
See:
float ndotl = dot(n, l);
float ndoth = dot(n, h);
Please, check this file. It corrupted(i can see this using any program. For example another brdf.dds files is fine(derkreature/IBLBaker for example))
Hi, it's again i'm :)
I not seen EarlyZ - Where it? - Forward+ must be with EarlyZ
0(14) : error C1315: can't apply layout(rgba32f) to non-image
0(15) : error C1315: can't apply layout(rgba32f) to non-image
Videocard - Nvidia GT710
Hi
I think,what you forgot make:
glActiveTexture(GL_TEXTURE0 + tex_unit);
before
glBindTexture(GL_TEXTURE_2D, framebuffer->GetColorAttachment(tex_unit));
and
glBindTexture(GL_TEXTURE_2D, 0);
because we can get black screen
Correct version for me(this fragment is correct for OGL4(http://docs.gl/gl4/glActiveTexture))
void GLFBO::BindColorTexture(size_t tex_unit)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D, this->GetColorAttachment(tex_unit));
}
void GLFBO::UnBindActiveTexture(size_t tex_unit)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D, 0);
}
Could i run this project on opengl version #330?
How implement this in PBR context?
Or use similiar as in simple lighting?
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