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Michal Malý
Molstar
Commits
92f409d6
Commit
92f409d6
authored
2 years ago
by
Alexander Rose
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fix downsampled ssao
parent
c28dd813
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CHANGELOG.md
+1
-0
1 addition, 0 deletions
CHANGELOG.md
src/mol-canvas3d/passes/postprocessing.ts
+3
-3
3 additions, 3 deletions
src/mol-canvas3d/passes/postprocessing.ts
with
4 additions
and
3 deletions
CHANGELOG.md
+
1
−
0
View file @
92f409d6
...
@@ -13,6 +13,7 @@ Note that since we don't clearly distinguish between a public and private interf
...
@@ -13,6 +13,7 @@ Note that since we don't clearly distinguish between a public and private interf
-
Improve boundary calculation performance
-
Improve boundary calculation performance
-
Add option to create & include images in state snapshots
-
Add option to create & include images in state snapshots
-
Fix SSAO artefacts with high bias values
-
Fix SSAO artefacts with high bias values
-
Fix SSAO resolution scale parameter handling
-
Improve outlines, visually more stable at different view distances
-
Improve outlines, visually more stable at different view distances
## [v3.29.0] - 2023-01-15
## [v3.29.0] - 2023-01-15
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src/mol-canvas3d/passes/postprocessing.ts
+
3
−
3
View file @
92f409d6
...
@@ -452,7 +452,7 @@ export class PostprocessingPass {
...
@@ -452,7 +452,7 @@ export class PostprocessingPass {
const
sw
=
Math
.
floor
(
width
*
this
.
ssaoScale
);
const
sw
=
Math
.
floor
(
width
*
this
.
ssaoScale
);
const
sh
=
Math
.
floor
(
height
*
this
.
ssaoScale
);
const
sh
=
Math
.
floor
(
height
*
this
.
ssaoScale
);
this
.
downsampledDepthTarget
=
webgl
.
createRenderTarget
(
sw
,
sh
,
false
,
'
uint8
'
,
'
linear
'
);
this
.
downsampledDepthTarget
=
webgl
.
createRenderTarget
(
sw
,
sh
,
false
,
drawPass
.
packedDepth
?
'
uint8
'
:
'
float32
'
,
'
linear
'
);
this
.
downsampleDepthRenderable
=
createCopyRenderable
(
webgl
,
depthTextureOpaque
);
this
.
downsampleDepthRenderable
=
createCopyRenderable
(
webgl
,
depthTextureOpaque
);
this
.
ssaoDepthTexture
=
webgl
.
resources
.
texture
(
'
image-uint8
'
,
'
rgba
'
,
'
ubyte
'
,
'
linear
'
);
this
.
ssaoDepthTexture
=
webgl
.
resources
.
texture
(
'
image-uint8
'
,
'
rgba
'
,
'
ubyte
'
,
'
linear
'
);
...
@@ -465,7 +465,7 @@ export class PostprocessingPass {
...
@@ -465,7 +465,7 @@ export class PostprocessingPass {
this
.
ssaoDepthTexture
.
attachFramebuffer
(
this
.
ssaoBlurSecondPassFramebuffer
,
'
color0
'
);
this
.
ssaoDepthTexture
.
attachFramebuffer
(
this
.
ssaoBlurSecondPassFramebuffer
,
'
color0
'
);
this
.
ssaoRenderable
=
getSsaoRenderable
(
webgl
,
this
.
downsampleFactor
===
1
?
depthTextureOpaque
:
this
.
downsampledDepthTarget
.
texture
);
this
.
ssaoRenderable
=
getSsaoRenderable
(
webgl
,
this
.
ssaoScale
===
1
?
depthTextureOpaque
:
this
.
downsampledDepthTarget
.
texture
);
this
.
ssaoBlurFirstPassRenderable
=
getSsaoBlurRenderable
(
webgl
,
this
.
ssaoDepthTexture
,
'
horizontal
'
);
this
.
ssaoBlurFirstPassRenderable
=
getSsaoBlurRenderable
(
webgl
,
this
.
ssaoDepthTexture
,
'
horizontal
'
);
this
.
ssaoBlurSecondPassRenderable
=
getSsaoBlurRenderable
(
webgl
,
this
.
ssaoDepthBlurProxyTexture
,
'
vertical
'
);
this
.
ssaoBlurSecondPassRenderable
=
getSsaoBlurRenderable
(
webgl
,
this
.
ssaoDepthBlurProxyTexture
,
'
vertical
'
);
this
.
renderable
=
getPostprocessingRenderable
(
webgl
,
colorTarget
.
texture
,
depthTextureOpaque
,
depthTextureTransparent
,
this
.
shadowsTarget
.
texture
,
this
.
outlinesTarget
.
texture
,
this
.
ssaoDepthTexture
,
true
);
this
.
renderable
=
getPostprocessingRenderable
(
webgl
,
colorTarget
.
texture
,
depthTextureOpaque
,
depthTextureTransparent
,
this
.
shadowsTarget
.
texture
,
this
.
outlinesTarget
.
texture
,
this
.
ssaoDepthTexture
,
true
);
...
@@ -583,7 +583,7 @@ export class PostprocessingPass {
...
@@ -583,7 +583,7 @@ export class PostprocessingPass {
this
.
ssaoDepthBlurProxyTexture
.
define
(
sw
,
sh
);
this
.
ssaoDepthBlurProxyTexture
.
define
(
sw
,
sh
);
if
(
this
.
ssaoScale
===
1
)
{
if
(
this
.
ssaoScale
===
1
)
{
ValueCell
.
update
(
this
.
ssaoRenderable
.
values
.
tDepth
,
this
.
drawPass
.
depthTexture
Transparent
);
ValueCell
.
update
(
this
.
ssaoRenderable
.
values
.
tDepth
,
this
.
drawPass
.
depthTexture
Opaque
);
}
else
{
}
else
{
ValueCell
.
update
(
this
.
ssaoRenderable
.
values
.
tDepth
,
this
.
downsampledDepthTarget
.
texture
);
ValueCell
.
update
(
this
.
ssaoRenderable
.
values
.
tDepth
,
this
.
downsampledDepthTarget
.
texture
);
}
}
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